Summary
Education
Skills
Game Development Relevance
3D Character Creation & Design
Animation & Motion Capture with iClone
Game Engine Integration
Advanced Cinematic Animation with iClone
Game Engine Integration for Cutscenes
Realistic Character Creation & Texturing
Lighting & Rendering for Realism
Timeline
Generic

Deonte L. Merritt

Summary

I’ve worked with a wide range of software and tools for both game development and character design, and each one plays a key role in how I bring projects to life. Whether I’m writing code for gameplay systems or sculpting a new character, I rely on the tools I know best to do it right. For game development, I use Unity and Unreal Engine. Unity is where I’ve done most of my scripting in C#, especially for 2D and 3D games where I need to control player movement, enemy AI, UI, and game logic. I like how flexible Unity is and how fast I can test ideas. With Unreal Engine, I’ve worked more with Blueprints and C++, and it’s my go-to for more graphically intense projects or when I want to push visuals to the next level. Unreal’s built-in tools for lighting, animation, and real-time rendering are powerful, and I’ve used them to build realistic environments and effects. For character design and modeling, I use Character Creator 4 and 5, along with Blender and ZBrush. Character Creator has been a game-changer for building realistic, stylized, or game-ready characters quickly. I use it to design fully rigged characters with detailed morphs, facial expressions, and animation-ready skeletons. It’s especially useful for pipeline integration with Unreal and Unity, making the export process smooth. I’ve used Character Creator to speed up prototyping and to polish characters for both cinematics and gameplay. Blender is still my main tool for 3D modeling, sculpting, rigging, and basic animation. It’s where I shape the environments, props, and assets that go into the game world. When I need more detail or want to create highly stylized or realistic character features, I use ZBrush. It’s great for high-res sculpting and has helped me understand form, anatomy, and detail on a much deeper level. I’ve also used Maya in projects where it was required, mainly for rigging and animation workflows that need more advanced control. To give those models texture and life, I use Substance Painter. It’s my favorite for painting detailed materials onto 3D models, whether it’s worn metal, skin, cloth, or hard surfaces. It’s where I can really bring the surface of a model to life and make it feel part of the world. I also use Photoshop and Illustrator for creating texture maps, UI elements, and concept art. Photoshop helps with image editing and matte painting, while Illustrator is useful for clean, vector-based work like icons and interface designs. On the programming side, besides C# and C++, I’ve written code in Java and Python. Java has come in handy for cross-platform apps and for understanding object-oriented programming on a deeper level. Python I’ve used for quick scripts, tools, and even prototyping logic outside of game engines. No matter the language, I try to write clean, modular code and document what I do, especially when I’m collaborating. I do most of my coding in Visual Studio or VS Code, depending on the engine or language. I also rely on Git and GitHub for version control. I use them to track changes, roll back bugs, and work smoothly with teams. Whether I’m working alone or as part of a group, Git helps me stay organized and avoid conflicts. For planning and team collaboration, I’ve used Trello and Jira. Trello is great for simple task boards, while Jira helps break big goals down into manageable steps and keep track of progress during sprints. All of these tools come together to help me create games that look good, play well, and feel polished. I’ve learned to not just use software, but to understand how each one supports my creative and technical process.

Education

Computer Science and Information Technology

University of Maryland Global Campus
Adelphi, MD

Computers and Electrical Engineering

University of Maryland Global Campus
Adelphi, MD

Game Studies, Entertainment and Digital Media Analytics

University of Maryland Graduate School
College Park, MD

Computer Science and Computer Studies

University of Maryland Global Campus
Adelphi, MD
03.2025

Undergraduate Certificate - Augmented and Virtual Reality Design

University of Maryland Global Campus
Adelphi, MD
08.2024

Skills

  • Game Design & Development: Proficient in designing interactive game interfaces and environments for AR/VR games Strong foundation in game mechanics, storyboarding, and user engagement strategies
  • Digital Design: Experience in digital design for game assets, character modeling, and virtual environments using software like Adobe Creative Suite
  • Augmented Reality: Developed projects focused on augmented reality, including 3D AR interactions, and real-time image tracking
  • Virtual Reality: Hands-on experience in creating immersive VR games, including environment design, user experience, and interaction design
  • UI/UX Design: Knowledgeable in UX principles for game development, ensuring smooth navigation and intuitive interfaces for AR/VR platforms
  • Software Tools: Unity, Unreal Engine, Adobe Creative Suite, Blender, and other AR/VR development tools
  • Python Programming: Proficient in writing, debugging, and optimizing Python code for problem-solving
  • Algorithm Design: Skilled in developing efficient algorithms for game logic, AI behaviors, and procedural generation
  • Data Structures: Experience with lists, dictionaries, tuples, and sets for managing game data
  • Control Structures: Implementing loops, conditionals, and functions to drive game mechanics
  • Object-Oriented Programming (OOP): Understanding of classes, inheritance, and encapsulation to structure game components
  • Problem-Solving & Debugging: Strong analytical skills to identify and fix logic errors in code
  • Basic Game Development Concepts: Applying algorithmic thinking to design interactive elements in games
  • File Handling: Reading and writing files to store game progress, configurations, and assets
  • Basic Computational Thinking: Translating real-world problems into programmable solutions
  • Computer Architecture & Organization: I learned how computers are built and how their core parts (like the CPU, memory, and buses) work together to run programs
  • Low-Level Programming: I got hands-on experience working close to the hardware, understanding how code interacts directly with a computer’s system using things like registers and memory addresses
  • System-Level Debugging: I developed the ability to find and fix issues at the system level, like tracking down memory errors or analyzing how the program behaves in real time
  • Memory Management & Caching: I studied how computers store and access data efficiently, including concepts like RAM, cache, and virtual memory
  • Instruction Set Architecture (ISA): I learned how a computer understands and executes instructions at the hardware level, including how different machine code instructions are structured
  • Operating System Interfaces: I explored how programs communicate with the operating system to do things like file handling, memory allocation, and process control
  • Performance Optimization: I practiced techniques to make code and systems run faster and use resources better by analyzing bottlenecks and improving efficiency
  • Object-Oriented Programming (OOP): I got comfortable writing programs using objects, classes, and inheritance to organize and reuse code better
  • Modular Software Design: I learned how to break programs into clean, manageable parts (modules or functions), making code easier to read, test, and maintain
  • Data Structures (Arrays, Linked Lists, Stacks, Queues): I used different ways to store and manage data, choosing the best structure depending on the problem I was solving
  • Multi-File Program Development: I worked on coding projects that used multiple files and components, helping me understand how larger software systems are built
  • Code Testing & Debugging: I learned how to test my code for bugs and fix them, using tools and strategies to make sure my programs work as expected
  • Version Control (if applicable): I used tools like Git to track changes in my code and collaborate on projects more smoothly

Game Development Relevance

  • Game Logic Implementation – Designed core mechanics such as movement, AI behavior, and scoring.
  • Efficiency Optimization – Improved game performance through algorithmic improvements.
  • Basic AI Concepts – Used logical conditions and loops to create simple game AI.
  • Player Input Handling – Processed user inputs efficiently to drive game actions.

3D Character Creation & Design

  • Character Creator 4 (CC4) Proficiency – Created high-quality, fully-rigged 3D characters for games and animations.
  • Headshot 2.0 Workflow – Utilized AI-driven tools to generate photo realistic and stylized 3D character heads from images.
  • Custom Character Sculpting – Refined facial and body details using CC4’s morph sliders and sculpting tools.
  • Texture & Material Editing – Applied advanced skin, hair, and clothing textures for realistic character appearances.
  • Facial Expression & Animation Readiness – Optimized characters for lip-syncing, emotion-based animation, and motion capture.
  • Topology & Mesh Optimization – Ensured characters are lightweight and game-engine ready for smooth performance.
  • Integration with Game Engines – Exported fully rigged characters to Unreal Engine, Unity, and Blender for further development.

Animation & Motion Capture with iClone

  • IClone Animation Workflow – Integrated CC4 characters into iClone for high-quality animations.
  • Facial & Body Motion Capture – Used Live Face, AccuLips, and Motion LIVE to create realistic expressions and movements.
  • Lip-Sync & Voice Animation – Applied AccuLips technology for accurate lip-syncing with dialogue.
  • Character Rigging & IK/FK Setup – Ensured smooth character animation with inverse/forward kinematics.
  • Blendshapes & Expression Editing – Fine-tuned facial expressions for dynamic character interactions.

Game Engine Integration

  • Unreal Engine & Unity Export – Prepared characters for seamless import into game engines with proper rigging and shaders.
  • FBX & OBJ Pipeline – Optimized character assets for real-time rendering and animation.
  • Retargeting & Animation Transfer – Applied animations across different characters using CC4 and iClone.

Advanced Cinematic Animation with iClone

  • Facial & Body Motion Capture – Used iClone Motion LIVE, Live Face, and AccuLips for realistic character performances.
  • Lip-Sync & Dialogue Animation – Applied AccuLips technology for accurate voice synchronization.
  • Cinematic Camera Setup – Controlled DOF (Depth of Field), lens effects, and tracking shots for professional cutscenes.
  • Keyframe & Motion Layer Editing – Fine-tuned character movements for smooth, dynamic storytelling.
  • Scene Lighting & Atmosphere – Created dramatic moods using HDR, GI (Global Illumination), and volumetric lighting.
  • Multi-Character Interaction – Choreographed natural character interactions for engaging in-game cinematics.

Game Engine Integration for Cutscenes

  • Seamless Export to Unreal Engine & Unity – Optimized characters and animations for cinematic sequences.
  • Retargeting & Animation Blending – Applied animations across different character rigs for consistent storytelling.
  • Real-Time Rendering Optimization – Ensured high-quality visuals without sacrificing performance

Realistic Character Creation & Texturing

  • Photorealistic Character Design – Created high-detail 3D characters with lifelike proportions, skin, and hair.
  • Headshot 2.0 AI-Powered Realism – Transformed 2D photos into high-resolution 3D characters with ultra-realistic details.
  • PBR (Physically Based Rendering) Workflow – Applied realistic textures, reflections, and material physics for lifelike rendering.
  • Advanced Skin Shading & Subsurface Scattering (SSS) – Enhanced realism with accurate skin tones, pores, and translucency effects.
  • Hair & Beard Physics – Created detailed strand-based hair and facial hair with real-time physics for natural movement.
  • High-Resolution Texture Painting – Applied 4K/8K textures with wrinkles, freckles, scars, and micro skin details for realism.

Lighting & Rendering for Realism

  • HDR & GI (Global Illumination) Lighting – Simulated real-world lighting conditions for lifelike shading and depth.
  • Ray-Tracing & Reflection Maps – Optimized character materials for accurate reflections and ambient light interaction.
  • Ambient Occlusion & Shadow Mapping – Applied realistic soft shadows and self-shadowing effects for depth.
  • Depth of Field (DOF) & Post-Processing Effects – Created cinematic realism with blur, bloom, and tone mapping.

Timeline

Computers and Electrical Engineering

University of Maryland Global Campus

Game Studies, Entertainment and Digital Media Analytics

University of Maryland Graduate School

Computer Science and Computer Studies

University of Maryland Global Campus

Computer Science and Information Technology

University of Maryland Global Campus

Undergraduate Certificate - Augmented and Virtual Reality Design

University of Maryland Global Campus
Deonte L. Merritt