Arman Kendall Esguerra

Arman Kendall Esguerra
Portfolio

Joining the project as the sole Technical Artist, I served as the primary bridge between our creative vision and the technical architecture of Unreal Engine. My role was centered on empowering our artists by building robust Blueprint systems, custom shaders, and Editor utilities that streamlined our production pipeline. By working at the intersection of the 3D Environment, 2D, Marketing, and Engineering teams, I ensured that every asset was implemented with high visual fidelity while remaining technically sound within the engine’s constraints.

The heart of my work was balancing the creative needs of the art team with the stability of the project’s logic. I focused on creating sustainable workflows through clear documentation and weekly presentations, ensuring that everyone from leads to juniors stayed aligned on our technical standards. Rather than just implementing assets, I viewed my role as a facilitator for the team—developing the interactive systems and tools that allowed us to work smarter. The results below are a reflection of that deep, cross-departmental collaboration.

Project Xandata (2022) Fastlane Shaders/VFX. I created a custom tessellated shader for the clouds and modified unlit shaders to make distant props pop. for the cars, I used Unreal’s particle system and used simple primitives with an emissive face while the far ones used a tiled unlit shader with a moving parallax effect. for the metro, I created a spline using a cylinder and made a custom shader that uses 2 textures. one being the tubes and the other is a point light with parallax effect. I also created other materials like the bus transitions, hologram FX, etc.

Project Xandata (2022) Custom Editor tools. I curated various tools to speed up the team’s production pipeline. I built several blueprints for Level Designers and 3D Artists. I also added QOL improvements like a toggle for static lights in the scene, a tool to find weapon IDs in the content browser, and other useful utilities.

Project Xandata (2022) Marketing and Screenshot Tool. I created several tools to generate in-game screenshots for weapon thumbnails and marketing materials. The tool cycles through a list of cameras and takes high-resolution shots from each angle. I also toggled between different lighting setups and reflection probes. Lastly, I made a tool to switch animation poses and change armor in real-time for quick wardrobe swaps during gameplay.

Joining the project as my first role as a Technical Artist, I served as the bridge between artistic goals and technical execution in Unity. My responsibilities centered on building team-wide pipelines, optimizing the game for Nintendo Switch, and maximizing visual quality within platform constraints. I created custom shaders to meet the team’s diverse needs and modified the render pipeline to make the art pop, all while working across disciplines to ensure smooth implementation

LOL Surprise Movie Night (2021) Materials/Shaders. I streamlined the use of custom materials using Unity’s shader graph and managed to build a pipeline for artists to use. Since the team has a vast knowledge in unreal, I made the master material to match what unreal offers utilizing the team’s strengths. I also created custom skyboxes to match the minigame themes

LOL Surprise Movie Night (2021) Environment Set Dressing. I was responsible for transforming designer grayboxes into production-ready levels. I collaborated with the art director and environment artists to polish various scenes across the game. I also established pipeline workflows to accelerate production while handling post-processing and light baking.