Resume:
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ADRIAN MELIAN | TECHNICAL ARTIST
914.874.3390 | Denver, CO | AdrianMelian123@gmail.com | AdrianMelian.com
Summary
about me
Vision driven Technical Artist and creative leader with a uniquely blended background in animation, design, and programming. Bridging visual creativity with technical execution. Over 14 years of game industry experience, with over 10 shipped titles. Leads teams towards building tools and pipelines that elevate production efficiency and artistic integrity.Skills & Abilities
about me
Disciplines- Rigging, animation, modeling, tools, scripting, game-design, gameplay-programming, graphic design..
- Maya, Unreal, Unity, ZBrush, Painter, Git, Perforce.
- Python, PyQt, C++, C#, Lua, Hugo.
Sledgehammer Games
date - present
Expert Technical Artist
Titles: Vanguard (2021), MW3 (2023), Unannounced Title (2026)- Led the Character Tech Art team; trained and managed internal and OS artists
- Developed and maintained character, animation, and rigging workflows
- Created proprietary tools for animation, rigging, and cloth simulation
- Skinned high-fidelity characters, including celebrity likenesses like Snoop Dogg
- Balanced and optimized character assets for in-engine performance
Meta
Menlo Park | Nov 2018 – Dec 2020
Technical Artist
Titles: Vanguard (2021), MW3 (2023), Unannounced Title (2026)- Created artist-facing tools and animation exporters
- Built performance-optimized workflows for VR
- Developed a Figma-to-ReactVR plugin
Nomadic VR
San Rafael | Dec 2017 – Nov 2018
Senior Technical Artist
- Integrated LEAP Motion VR
- Calibrated OptiTrack & Motive systems
- Prototyped LBE VR experiences and digital-physical rigs
NCSoft
San Mateo | Jan 2017 – Dec 2017
Senior Technical Artist
- Built main character rigs and batch rigging tools
- Developed a modular auto-rigging system and animation retargeting tools
- Created 30+ rigs for hero and enemy characters
Ubisoft
San Francisco | Aug 2016 – Dec 2016
Senior Technical Artist
Title: South Park : The Fractured but Whole (2017)- Rigged 2D/3D characters
- Authored pipeline and 2D flipbook animation tools
Pullstring
San Francisco | Oct 2015 – Jul 2016
Senior Technical Artist
- Rigged all characters across multiple projects
- Built a pose/animation library, Trax editor pipeline, lip-sync tools, and Maya–Unity exporters
- Authored planetary shaders for procedural galaxy rendering
Perfect World Entertainment
Redwood City | Mar 2015 – Oct 2015
Technical Artist
- Rigged and animated characters, props, and buildings for mobile games
- Built Maya to Unity export tools
Double Fine Productions
San Francisco | Jan 2012 – Nov 2014
Technical Artist
Titles:- Costume Quest 2 – Rigged/skinned 26 of 28 characters, animated gameplay and cutscenes
- Broken Age – Modeled, rigged/skinned 40+ characters, built flipbook animation system
- Massive Chalice – Created map-editing and randomization tools based on CSV input
- Spacebase DF-9 – Animation/Rigging
- My Alien Buddy – Concepted and prototyped gameplay, created all characters, and wrote Lua scripts
- Kinect Party – Updated tools, authored animation transfer tools
- Worked on multiple Amnesia Fortnight titles (Little Pink Best Buds, Dear Leader, Black Lake, White Birch)
Concept Art House
San Francisco | Feb 2011 – Sep 2011
Technical Artist & Project Manager
- Created MEL-based auto-rigging tools for bipeds and quadrupeds
- Managed outsourcing teams, tracked production, and maintained quality
- Authored style guides, tutorials, and assignments for external partners
- Worked across various social and browser-based games (Zoo World 2, Legacy of a Thousand Suns, Vegas City, etc.)
Art Institute of California - San Francisco
Sep 2006 – Dec 2010
B.S. in Media Arts & Animation
- Best Portfolio Award 2010
Suny Sullivan - New York
Aug 2004 – Aug 2006
A.S. in Graphic Design
- Best Portfolio Award 2010
Communication
about me
Authored internal style guides, tech tutorials, training documents, and pipeline documentation. Frequently collaborated with cross-discipline teams, from art to engineering. Delivered presentations, live demos, and 1-on-1 training to onboard artists and support adoption of new tools.Leadership
about me
Led Sledgehammer’s Character Tech Art team on three Call of Duty titles. Managed, trained, and art-directed internal and offshore artists. Oversaw large-scale rigging and skinning pipelines with consistent quality control. Delegated tasks, reviewed work, and maintained consistency across complex multi-project pipelines.