STATE_03Services
What I can dofor your project
I've worked at principal and director level on animation and gameplay systems, from runtime architecture to how the final result looks. I take on contracts and consulting through Diehl Motion, based in Stockholm and working remotely with studios worldwide.
I design and build runtime animation systems in UE5: State Machine hierarchies, Linked Anim Layers, Chooser Table-driven selection pipelines, and gameplay state integration. Clean transitions, blending and pose continuity keep the authored animation intact on screen.
Motion Matching setup from start to finish: animation database organization, trajectory configuration, feature weighting, Distance Matching for stops and starts, and integration with character movement and gameplay systems, tuned so motion stays fluid and responsive. I've shipped motion matching in a live AAA multiplayer title.
This is for teams without dedicated animators who want to build on existing animation content. I take Epic's Game Animation Sample Project, or animation packs and systems from Fab (formerly the Unreal Marketplace), and get them running in your game. That means retargeting to your characters with IK Rig and the IK Retargeter, connecting the animation system to your movement, input and gameplay, and tuning it to fit how your game plays. You get working character animation without first hiring an animation team.
I build animation tools that fill gaps in your pipeline: UMG-based debug UIs, automated import processes, C++ utilities, and editor extensions. Animators, designers and QA can use them, not just engineers.

This is for studios that need animation direction and leadership, whether they're starting a new project or already have animators. I learn your game, its core mechanics and gameplay design, then lay out what the animation system needs to do, how to structure it, and what animation assets you'll need. I can also turn those asset needs into mocap shot lists and help direct the shoots, so the captured data fits the system it feeds. You get a plan to build and hire against.
I review animation architecture, audit pipelines and give technical direction to studios with hard animation system problems, from early prototyping through pre-ship optimization.
I define and build the movement and gameplay actions that determine how a character feels to control, from locomotion prototyping to action timing and iterative tuning. I build behavior directly in Blueprints, integrate it with animation, and refine it until the feel is right and the motion reads well on screen. It draws on 20 years of animation and gameplay design work.
Have a project in mind?
Tell me what you're building
Send a few lines about the game and where you're stuck.

