This project showcases a full animation implementation pipeline, where I created an idle, walk, and run cycle in Maya and brought them into Unreal Engine. I set up the animation Blueprints and state machines to drive the transitions between movement states based on player input.
The focus here was not just on animating clean, game-ready cycles, but also on learning how to integrate them into a functional gameplay system. Seeing the character come to life in-engine and respond to input in real-time was incredibly rewarding. This project gave me valuable hands-on experience with Unreal Engine’s animation systems, Blueprint logic, and technical setup for in-game movement.


