Adrian Melian

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

  • 14Years in AAA
  • 10Titles Shipped

About

Adrian Melian

Hi, I'm Adrian Melian. Fourteen years building the technical backbone of AAA game art teams. I joined Sledgehammer Games as a Senior Technical Artist on Vanguard and was promoted to Lead for Modern Warfare III, running Character and Weapons Tech Art, then moved to Camouflaj as an Expert Technical Artist. Before Sledgehammer: Meta, Double Fine, Ubisoft, and NCSoft.

In 2026 I founded FabricatorStudio and shipped a complete Maya to Unreal character pipeline as a public product.

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

01

Call of Duty - MW3

Sledgehammer GamesLead Technical Artist2023

Led the Character and Weapons Tech Art teams through a full Call of Duty cycle, scaling the discipline through internal hiring and offshore management.

Read the full breakdown →
02

Call of Duty - Vanguard

Sledgehammer GamesSenior Technical Artist2021

The first of two Call of Duty titles shipped at Sledgehammer, and the one where a modular weapons rigging solution went from architecture to team-wide adoption.

Read the full breakdown →
05

Broken Age

Double Fine ProductionsTechnical Artist2016

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.