Kelsey Watkins

I’m an Unreal Engine based Technical Artist currently working in visualization for movies, films, games, and theme park rides. I have a strong interest in location-based entertainment and immersive storytelling and am always looking for real-time rendering in experiences outside of normal video games.
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.

Cinematic Scripting​
Lighting + Environments + Atmosphere

Let’s Talk.

a trailhead technomancer for Unreal Engine and beyond

Postvisualization Technical Artist
3D Technical Artist, Unannounced Title, Perfect Garbage
Fun with Materials
Snowy Cabin Environment
Rapscallion, Programmer, Sarasota Game Jam
Labors of Love, Programmer, Sarasota Game Jam
Miniature Set Design
The Acid Tunnels