Unreal Engine Technical Artist

 

Kelsey Watkins

Kelsey is a Technical Artist that aids large studios in visualizing their end product with Unreal Engine, through rendering cinematics, creating VR ridethroughs, or making playable AR scenes to record a mix of live action and 3D animation together.

She has a strong interest in location-based entertainment and immersive storytelling, and is always looking for real-time rendering in experiences outside of normal video games such as museums and galleries.

Within Unreal, I use Sequencer on a daily basis to cinematically script the timing for FX, adjust material parameters, animate meshes, assign lighting functions – just to name a few. I know my way around dynamic lighting and fog to get a hazy beam of light, and how to replicate it with a few nodes of material math for VR compatibility. If there’s anything I haven’t learned, I go out of my way to do so.

kelsey watkins technical artist
Skeleton Crew, Technical Artist, Environments, FX, Lighting
House of the Dragon S2, Virtual Production AR Technical Artist
Universal Studios, Ride Visualization
Celebration Key, Technical Director, Look development, FX, Lighting
Ahsoka, Technical Artist, Fog, Clouds, Lighting, FX
Quantumania, Technical Artist: FX, Lighting, Depth of Field
Uncharted, Junior Tech Artist, Lighting & Materials
Hellbent, 3D Technical Artist
Mayterials with Substance Designer
Mayterials with Substance Designer
Cozy Cabin, Personal Project
Skullduggery, Senior Thesis Project
Skullduggery, Senior Thesis Project
(Game Jam) Rapscallion, Programmer
(Game Jam) Labors of Love, Team Lead & Programmer
Miniature Set Design
Miniature Set Design
The Acid Tunnel