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  • Motion and Facial Capture Development and Pipelines

  • Visual Scripting

  • Blueprinting (Unreal Engine)

  • Sketching

  • 3D Animation

  • Concepting and Prototyping

  • Design Documentation

  • Playtesting and Balancing based on Data

  • Production

  • Scrum and Agile Development

Professional Skills

  • Unreal Engine 

  • Qualisys and Vicon stage tech

  • Qualisys Track manager

  • Vicon Shogun Live & Post

  • Xsens MVN animate

  • Perforce

  • Cascadeur

  • Motion Builder

  • Jira

  • Confluence

  • 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.

Skills

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