Adrian Melian

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

  • 14Years in AAA
  • 02Call of Duty titles shipped
  • 01Studio founded, pipeline shipped

About

Adrian Melian

Hi, I'm Adrian Melian. I've spent 14 years building the technical backbone of AAA game art teams, and I now architect the pipelines, tools, and teams that ship them. I joined Sledgehammer Games as a Senior Technical Artist on Vanguard and led the Character and Weapons Tech Art teams through Modern Warfare III, then moved to Camouflaj as an Expert Technical Artist. Before Sledgehammer I built character and animation pipelines at Meta, Double Fine, Ubisoft, and NCSoft.

In 2026 I founded FabricatorStudio and shipped a complete Maya to Unreal character pipeline as a public product, documentation and issue tracker included. I lead by owning outcomes: the shipped result, the team that grows around it, and the technical bets that pay off.

Away from the screen I paint, draw from life, and build physical 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

Human+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.
02

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.
03

Selected Work

01 SHIPPED

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 SHIPPED

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 SHIPPED

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 →
04

Full Record

Open to lead technical art roles.

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