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.