
Custom MetaHuman character development in Unreal Engine. We design complex digital characters, dress them in bespoke digital clothing, and drive them with motion capture, delivered ready for games, cinematics, and film.
PAC-MAN 45TH, BANDAI NAMCO US. BOUNTY HUNTER. TELLY AWARD WINNER.
CHARACTER DESIGN · DIGITAL CLOTHING · MOTION CAPTURE · WITH BODEGA VIRTUAL AND DEV VIRTUAL PRODUCTION
Characters built past the preset, using Mesh to MetaHuman, sculpt refinement in Maya, custom grooms, and 3D-scanned face and hand textures where the project calls for a real likeness, so the character reads as designed, not generated.
Garments designed and constructed in Marvelous Designer with real patternmaking, fitted and simulated on the character. This is couture for digital humans, from a studio with a fashion-design lineage.
Full-body and facial capture, cleaned and art-directed onto the character, so performance carries the story rather than demonstrating the rig.
The same pipeline applied to mascots, creatures, and stylized IP, where the character must stay exactly on-model.
How the character moves, dresses, and holds the frame, directed as part of the film rather than delivered as an asset.
Characters delivered game-ready or cinematic-grade, with LODs, wardrobe variants, and documentation for the client's pipeline.
Most MetaHuman work stops at the preset. Ours starts there. The studio's background spans fashion design and real-time filmmaking, which is why the clothing is constructed like clothing and the characters are directed like actors. We build the character, the wardrobe, and the performance as one job.
For the Pac-Man 45th anniversary, we built six fully custom MetaHumans, with 3D-scanned face textures, scanned hands, and complete Marvelous Designer wardrobes, delivered with Bodega Virtual for Bandai Namco US.





I'm an art director and cinematics director. I trained at Parsons, and I've worked across fashion, fashion technology, and CG for over a decade. I run SNEZHANA.NYC, a CG studio working in cinematics, automotive, digital fashion, motion capture, and Unreal Engine.
A lot of CG comes out of games or VFX. My lineage is film and fashion. I think about image-making, character, styling, mood, and silhouette the way commercial and editorial directors do, and I bring that to real-time work.
The studio is small and senior by design. When you work with us, you work directly with the person directing the work. That's the point.
I am an Unreal Authorized Instructor, an authorization from Epic Games recognizing my Unreal Engine instructional capabilities.
I teach real-time production workflows and mentor artists transitioning to Unreal.
NDA and IP handled before any work begins
Typical project: 4–12 weeks, scoped to brief
Agency-led and direct brand, mid-market budgets
Direct access to the director, no account layer
Proposal within 48 hours of a fit call
Comfortable across US and EU time zones
Tell us about the character, the project, and the timeline. We reply within 48 hours with whether it's a fit and what comes next.