Luna Vivian Zaremba
Portfolio
mail@vivi.lol | vivi.the.enbywit.ch
Summary
Vivian is a talented Unreal Engine Technical Designer. Her experience
covers a wide variety of skills, such as Technical Animation, Tool
Programming, Gameplay Design, Technical Art and 3D Animation. She's
proficient with Blueprints, Animation Blueprints, Control Rig, HLSL,
Unreal C++ and C#, and knows her way around the Unreal Editor, Blender
and Autodesk Maya.
Outside of Game Development, Vivian is also a skilled Frontend Engineer,
with experience in Astro, React, Svelte, Next.js and Go.
When she's not working on games or websites, she enjoys writing, listening
to Haken and Linkin Park, and she enjoys playing indie games and 3D Platformers.
Highlights
- First Person Animation Reel - https://www.youtube.com/watch?v=Sg-Hl4TFkiE
- Paula The Possum - Devlog - https://theenbywitch.itch.io/paula-the-possum/devlog/846863/pigsquad-finish-your-game-jam-2024-devlog
- Final Form (TBA, REIKON GAMES)
- BRUTALISK (TBA, Veelpoot)
- Game Jam Projects (2024)
Software
- Unreal Engine - 5 years of experience
- Unity - 10 years of experience
- Blender - 4 years of experience
- Autodesk Maya - 11 years of experience
Work Experience
girlfriend.games (2024-Present) - Lead Developer on Paula The Possum
Leading development on a 3D Platformer "Paula The Possum" made in Unreal Engine 5 for PC and Nintendo Switch that is looking for funding. Working on Gameplay, 3D Animation, Level Design, Tool Programming, UI Programming and Narrative Tools.
Also working on a game telemetry solution for indies using Go and Pocketbase for the backend.
Veelpoot (2024-Present) - Technical Designer on BRUTALISK
"BRUTALISK" is an Unreal Engine 5 FPS looking for funding. I was responsible for creating a First Person Animation pipeline inside Unreal using Control Rig and new Sequencer features to enable animation asset creation directly in-engine, using in-game assets, with an in-game environment context. I'm also responsible for design and implementation of gameplay mechanics and systems.
Folded Fox (2023-Present) - Character Pipeline & UI Programmer Contractor
Worked on an Unreal Engine 5 Tactics game prototype. I was responsible for designing and implementing a workflow for rigging and implementing character models in Blender and Unreal. I was also responsible for UI code responsible for demo builds and loading screens.
Splash Damage (2022-2023) - Animation Programmer on Project Astrid
"Project Astrid" is an open-world survival game in Unreal Engine 5. I was responsible for in-game animation implementation and behavior.
REIKON GAMES (2019-2022) - Lead First Person Animator on Final Form
"Final Form" is a co-op FPS in Unreal Engine 4&5. I was responsible for all first person animations and their implementation inside Unreal, made animation rigs in Maya, and made materials and shaders inside Unreal.
Bossa Studios (2019) - Intern Programmer
Researched and prototyped a real-time webcam-based facial animation system in Unity for potential use in a multiplayer game.
Other Projects
BUG BALL (2024) - "Made the Bug Model"
Bug Racing game made in Godot for the PIGSquad Summer Slow Jam in August 2024
Created the character mesh in Blender and implemented it in-game.
Industry Plant (2024) - Technical Artist
Band Management game made in Godot for the PIGSquad Summer Slow Jam in July 2024
Worked on the UI code and the Character rendering. The game can support many unique characters.
Clara's Cauldron Conundrum (2024) - Technical Artist
Potion Brewing game made in Unity for the PIGSquad Summer Slow Jam in June 2024
Created and animated the main character in Blender using art drawn by our 2D Artist. Set up a level design pipeline in Unity using LDtk. Created the environment meshes using textures provided by the 2D Artist. Wrote and implemented dialogue using Yarn Spinner.
Topstomatologia (2023) - Frontend Engineer
Re-designed and developed a completely new version of the website for a dental office in Poznan, Poland with the aim of keeping load times small and improving the flow for contacting the office for appointments.
The technologies used were Astro and React, unit testing is done using Cypress, and the website was deployed via Netlify.
Boreal Alyph (2017-2021) - Programmer & First Person Animator
"Boreal Alyph" was a mod project for Half-Life 2: Episode 2.
Responsible for all first person animations and graphics programming. Implemented a Deferred PBR renderer using DirectX 9 in the Source Engine.
Infinite's Boss Rush (2018) - Technical Animator
"Infinite's Boss Rush" was a multiplayer gamemode for Call of Duty: Black Ops III released in 2018.
Researched the camera format used in BO3, created a custom exporter for camera animations for Maya using Python, and took part in making the first fully custom mod cinematic in the game.
Mindshare (2018) - First Person Animator
"Mindshare" was a mod for Call of Duty: Black Ops released in 2018.
Researched the vehicle mechanics, and created a cinematic animation that played when the players completed the first phase of the main quest.
Project Thor (2016) - First Person Animator
"Project Thor" was a mod for Call of Duty: Black Ops released in 2016.
Created animation sets for multiple weapons in this mod.