
Michael: the Archangel (Unreal)
Combat prototyping
Three pillars landed. Tuning pipeline: every system exposes its values through a Data Asset, a console-variable override, and an on-screen debug HUD, so nothing waits on a recompile. Anim-driven combat: hit windows and chain timing live on the animation timeline (UAnimNotifyState_HitDetect), not in C++ tick code. Thread-safe AnimBP: Lyra-style snapshot pattern. Game-thread C++ writes UPROPERTYs, AnimBP reads them on a worker thread. Scales to crowd combat. Hand made placeholder animations for the capsules.

Final Michael model & rig
Model, rig, and texture pass. Stylized hand-built model & rig in Maya, sculpting in Blender, textures out of Substance Painter. Up next: Unreal integration, with distance-matching locomotion using a hand-authored anim set to replace the capsule placeholder.
