Adrian Melian

Lead/Principal Technical Artist · Founder Open to technical art roles and studio engagements

  • 14Years in Game Development
  • 10Titles Shipped

About

Adrian Melian

Hi, I'm Adrian Melian. I design the systems other artists ship through. Fourteen years in game development. I led Character Tech Art, then Weapons Tech Art, at Sledgehammer Games across two Call of Duty titles. Then Camouflaj as an Expert Technical Artist. Before Sledgehammer: Meta, Double Fine, Ubisoft, and NCSoft.

In 2026 I founded FabricatorStudio and shipped its Maya pipeline toolset. I launched Armature as a standalone rigging and skinning app in August 2026.

Away from the screen I paint, draw from life, and build things. See the gallery →

Featured Project MAYA 2025 → UE5
The FabricatorStudio toolkit in Maya: modular rig builder, Pose and Anim Studio, Skin IO, Skeleton IO, FBX exporter, and Reggie the AI technical artist.

FabricatorStudio

Artist+AI Studio Toolset

Built for solo developers and small teams. Free Maya-to-Unreal pipeline tools. Rigging, skinning, animation, export, and more. With an AI Technical Artist built in.

  • Drag-and-drop modular rigging. Build, unbuild, iterate.
  • AutoSkin: production-ready weights in minutes, not days.
  • One-click FBX export wired for Unreal, batch-ready.

Armature

Featured Product STANDALONE → UE5 / MAYA
Characters rigged and skinned in Armature, shown across the app's stations.

Armature

Artist+AI Rigging. You drive.

A standalone rigging and skinning app, no Maya licence needed. A developer takes a mesh to a working rig in minutes; a character artist pushes that same rig to production level. Free for personal work and small studios.

  • Drop a mesh, place a skeleton from templates or modules, and skin it locally.
  • Two skinning engines: one solves in seconds on any machine, the AI one runs on your GPU.
  • Exports one USD carrying mesh, skeleton, weights and control rig build data.

Selected Work

05

Broken Age

Double Fine ProductionsTechnical Artist2014

Authored the flipbook animation system behind every character in the game, a 2D-on-3D hybrid built to carry a flagship title on a small team.

Read the full breakdown →

Projects

Open to technical art roles.

Principal, lead and senior technical art positions, and studio engagements through FabricatorStudio. Based in Denver, Colorado.