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Motion and Facial Capture Development and Pipelines
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Visual Scripting
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Blueprinting (Unreal Engine)
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Sketching
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3D Animation
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Concepting and Prototyping
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Design Documentation
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Playtesting and Balancing based on Data
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Production
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Scrum and Agile Development
Professional Skills
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Unreal Engine
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Qualisys and Vicon stage tech
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Qualisys Track manager
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Vicon Shogun Live & Post
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Xsens MVN animate
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Perforce
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Cascadeur
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Motion Builder
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Jira
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Confluence
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Microsoft Office
Software & Tech
About Me
My name is Remco Nijs, I am a Technical Game Designer & Mocap Artist studying at Breda University of Applied Sciences and currently interning at Remedy Entertainment as a Performance Capture Trainee.
I've been a huge fan of games ever since my youth and working on them has been a dream come true for me. My passion for both game design and Performance Capture now revolves around delivering high-quality performance-based gameplay.
I've been working on games for the last five years, primarily in Unreal Engine. In the process, I expanded my interests towards performance capture. Over the years I’ve created a technical toolset that includes rapid prototyping, visual scripting, and animating.
My technical knowledge of animation allows me to communicate effectively when working with animators on animation-based systems.
I am confident in my ability to work well with others and I aspire to learn as much as I can to always try to improve my communication with people outside of my direct expertise.




