MILES GERMER · TECHNICAL ARTIST · CINEMATIC SYSTEMS · AI-AUGMENTED PRODUCTION

The Work

Characters, Tools, Cameras, Cinematics, and Playable Card Game Prototypes.

Characters and character pipeline8

Two Rift Fighters characters squaring off in a candle-lit temple, orange candlelight on their legs and violet rim light along their edges

Rim Light Driven by Light Direction

A character material where the rim light takes its color from whichever spotlight the camera is facing, and an underlight that puts the arena's candles on the legs.

MAY 2026Unreal EngineTech ArtAI-Assisted
A fighter taking a kick in a candle-lit temple, his torso glowing orange where the attack landed

Body Glow, Damage Feedback in the Character Material

Hit a fighter and the part of the body that took the damage lights up. Three painted masks, a scalar per region, and four blueprint nodes per event.

MAY 2026Unreal EngineTech ArtAI-Assisted
The ogre from Dark Abyss, textured with normal mapsCharacter Pipeline · 4 entries

The Character Pipeline

Seven years building characters, then three years building the procedural systems that built them. Armor at volume, a customization system, severing, status-effect materials, and character lighting. The same design work I now do with AI.

2002–2012Tech ArtPipeline
Three Champions characters in full armor setsCharacter Pipeline · Step 1

Champions, Armor at Volume

350+ armor pieces across five races and both genders, concepted, modeled, textured, rigged and skinned, plus the color-variant and icon pipelines behind them.

2004–2005Tech ArtPipeline
Dark Abyss player characters in customized armor setsCharacter Pipeline · Step 2

Dark Abyss, Character System Design

Lead Character Artist on a game that was cancelled mid-development. The customization system, the modular armor, and the procedural ambient effects. Most of it carried into War in the North.

2008Tech ArtPipelineDesign
The Huntress, a female elf character model, rendered in three-quarter viewCharacter Pipeline · Step 3

The Huntress

One character from model through rig, texture, shaders, and deformation, including the wireframe rotation.

2008Tech Art
A War in the North character carrying procedural status-effect materialsCharacter Pipeline · Step 4

War in the North, the Pipeline in Production

Severing, status-effect materials, character lighting, and a two-sided lighting fix for skirts. The system design from Dark Abyss, met by a shipped game.

2011Tech ArtPipeline
A Mixamo animation corrected to stand on the floor facing forward

Batch Animation Cleanup for Mixamo

One-click batch fixing of hundreds of Mixamo animations (root motion, floor height, hidden orientation) in minutes, not hours.

AUG 2025ToolsPipelineTech ArtAI-Assisted

Tools and AI-augmented pipelines8

STEP 1 rig STEP 2 warp STEP 3 bake timewarpScale one attribute · three tools Timewarp · 3 tools

The Timewarp Camera Pipeline

Three Maya tools that agree on a single attribute, so slow motion authored in Maya arrives in Unreal as engine time dilation. 1,783 lines, 32 hours of directed AI authoring.

AUG 2025PipelineCamerasToolsTech ArtAI-Assisted
Demo video of the Camera Rig Manager in MayaTimewarp · Step 1

Camera Rig Manager for Maya

A broadcast-grade camera rig in one click: eleven controls, channels locked to intent, a viewport that cannot be knocked loose, and the export contract built in from frame zero.

AUG 2025ToolsCamerasTech ArtAI-Assisted
Demo video of the TimeWarp Controller authoring slow motion in MayaTimewarp · Step 2

TimeWarp Controller for Maya

Art-direct slow motion in warped time, animate the camera in real time, and bake the speed profile onto the camera as portable data. Maya's most undebuggable trap, made into two buttons.

AUG 2025ToolsPipelineCinematicsCamerasAI-Assisted
Demo video of baking a Maya camera into UnrealTimewarp · Step 3

CamRig Bake · Maya to Unreal

One command from a rigged, animated camera to an FBX that Unreal actually accepts. Lens data intact, constraints swept, time scale carried across.

AUG 2025ToolsPipelineCamerasAI-Assisted
The RENDER_FARM blueprint event graph in Unreal Engine

Batch Re-Render for Unreal Cinematics

The Unreal cinematics kept improving while the After Effects edit was already underway. Built a Blueprint that re-renders every shot to the same paths overnight, so the edit upgrades itself by morning.

APR 2026Unreal EngineToolsPipelineTech ArtCinematicsAI-Assisted
The Cubemap Generator web app UI for Unreal Engine 5.6

Cube Map Generator

Artists were converting HDRIs by hand and getting UE5.6's face naming wrong. Built and deployed a converter that removes the failure mode, in fifteen minutes.

JUN 2026ToolsPipelineTech ArtAI-Assisted
Demo video of the Relationship Roster Visualizer in MayaDemo video

Relationship Roster Visualizer

Designers couldn't read a three-axis relationship system off a flat chart. Built them a navigable 3D one inside Maya, in an evening.

JUN 2026ToolsTech ArtAI-Assisted
Demo video of the Media Player running a beat-synced showDemo video

Media Player — Beat-Synced Images, Video & Music

Turns folders of images, video, and music into a beat-synced show: music-driven cuts, live visual effects, cyclable presets. ~9,500 lines, built one planned feature at a time.

2025–26ToolsCinematicsAI-Assisted

Cameras and cinematics2

Games and prototypes2