Unreal Engine Technical Artist

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.

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