I’m PUIG Jason, a Technical Animator deeply passionate about Unreal Engine 5. While I’ve been working with the engine for over 3 years, my learning never stops. I spend countless hours outside of work dissecting UE’s core mechanics to master new techniques. I focus on bridging complex procedural logic with advanced runtime performance, ensuring that even the most demanding animation systems run flawlessly.
Daily Grinds & Progress
For a detailed look at my technical skills and experience, feel free to click the button below to view my full resume.
Animation Blueprint
I design modular and scalable Animation Blueprint architectures built for heavy production environments.
I use Animation Layer Interfaces and Linked Graphs to dynamically load or disable logic at runtime, saving valuable CPU cycles.
By enforcing Property Access, Thread-Safe update functions, and the Fast Path, I remove main-thread overhead and keep the whole system clean, stable, and highly optimized.
Optimization & Performance
I build robust, production-ready optimization pipelines to keep skeletal mesh overhead at a minimum.
By leveraging Skeletal Mesh LODs, Bone Reduction profiles, and aggressive distance-based Bone Stripping, I drastically cut down GPU and CPU evaluation costs.
I maximize runtime performance using the Animation Budget Allocator and custom distance-based Tick Rate throttling.
To eliminate heavy overhead, I designed a custom evaluation manager that tracks distance and character transform deltas; using frame-modulo logic, it completely skips IK updates and skeleton evaluations if the character is distant or stationary, ensuring high framerates even with dense crowds or complex skeletal deformations.
Large-Scale Crowd & GPU Rendering
When dealing with large-scale simulations and massive crowd rendering, I deploy advanced crowd systems to bypass traditional engine bottlenecks.
I specialize in baking complex skeletal data into Vertex Animation Textures (VAT) to transform heavy characters into high-performance static meshes evaluated directly on the GPU.
Combined with the Animation Sharing System to merge animation evaluations across hundreds of actors, I can push thousands of characters on screen without compromising main-thread stability.
Character Integration & Procedural IK
I architect flexible runtime systems to handle dynamic interactions between characters and gameplay objects.
I developed a reusable Blueprint Function Library that manages complex character mounting and anchoring logic driven by Data Tables, built to scale automatically across any character sharing a compatible skeleton.
To achieve flawless visual fidelity, I engineer advanced procedural IK frameworks inside Control Rig that automatically adapt to varying character proportions, handle precise limb locking on moving targets, and smoothly blend contextual transitions based on velocity and object states.
The entire pipeline is bound to distance-based LOD and IK throttling to guarantee production-ready performance.
Next-Gen Locomotion R&D (In Progress)
I believe a great Technical Animator never stops learning.
I am currently running an active R&D playground focused on mastering Multi-State Motion Matching to build seamless, AAA-grade locomotion systems. This ongoing project serves as my testing ground for pushing the boundaries of data-driven animation, covering dynamic transitions between walking, running, sprinting, hard-turning inertia, and contextual jumps based on entry and landing states.
To refine the system, I am continuously integrating procedural layers, using built-in Leg IK nodes and slope modifiers to eliminate foot sliding on stairs and steep terrain. I am also currently experimenting with contextual proximity modifiers so the character automatically shifts their posture like side-stepping through narrow corridors. This setup is in constant evolution as i continuously benchmark new features, refine trajectories, and strive to elevate real-time visual fidelity.