The brief
A game studio needed FPS movement that could be played, not a character that only looked right in a still. Walk, stop, turn, aim - driven in Unreal Engine, in Blueprints the rest of the team could open.
The studio is under NDA. The work is the locomotion, not a title we can put on the page.
How we approached it
The skeleton and the movement component were treated as one system. Idle, walk, and the transitions were wired in Animation Blueprints, with the FPS movement logic sitting next to them so a change in stride is a change in how the pawn moves.
The editor shot is the check: the character in the viewport, the graph open, the pose that will actually leave the machine.
What we built
FPS movement and animation Blueprints in Unreal Engine: locomotion, the aim path, and the graphs the studio can keep editing. The photograph is the character in the Unreal viewport while those systems are live.
We do not publish the studio, the title, or a player count.
This engagement is covered by a confidentiality agreement, so the client is not named and some implementation detail is described in general terms.