/ SERVICES — METAHUMAN CHARACTER DEVELOPMENT

CUSTOM METAHUMANS, BUILT FOR THE SHOT.

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.

SEE THE WORK
NYC · NOVI SAD · WORLDWIDE
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PAC-MAN 45TH, BANDAI NAMCO US. BOUNTY HUNTER. TELLY AWARD WINNER.

CHARACTER DESIGN · DIGITAL CLOTHING · MOTION CAPTURE · WITH BODEGA VIRTUAL AND DEV VIRTUAL PRODUCTION

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CHARACTERS WITH A WARDROBE

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MetaHuman Character Capability

/ WHAT WE DO
Custom MetaHuman creation

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.

Bespoke digital clothing

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.

Motion capture animation

Full-body and facial capture, cleaned and art-directed onto the character, so performance carries the story rather than demonstrating the rig.

Stylized and non-human characters

The same pipeline applied to mascots, creatures, and stylized IP, where the character must stay exactly on-model.

Character direction for cinematics

How the character moves, dresses, and holds the frame, directed as part of the film rather than delivered as an asset.

Optimization and delivery

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.

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Selected Character Work

/ SELECTED CHARACTER WORK

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.

Pac-Man 45th anniversary character still, character design and digital clothing by SNEZHANA.NYC with Bodega Virtual
Pac-Man 45th anniversary character still, character design and digital clothing by SNEZHANA.NYC with Bodega Virtual
Pac-Man 45th anniversary character still, character design and digital clothing by SNEZHANA.NYC with Bodega Virtual
Pac-Man 45th anniversary character still, character design and digital clothing by SNEZHANA.NYC with Bodega Virtual
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How We Work

/ HOW WE WORK
01
CHARACTER DESIGN
CONCEPT AND REFERENCE, ON-MODEL
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BUILD & GROOM
MESH TO METAHUMAN, SCULPT AND GROOM REFINEMENT
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WARDROBE
GARMENT CONSTRUCTION IN MARVELOUS DESIGNER, FITTED AND SIMULATED
04
CAPTURE & ANIMATION
FULL-BODY AND FACIAL CAPTURE, ART-DIRECTED CLEANUP
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DELIVERY
GAME-READY OR CINEMATIC-GRADE, DOCUMENTED HANDOFF
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Snezhana Paderina, Art Director and Cinematics Director, founder of SNEZHANA.NYC CG Studio

SNEZHANA PADERINA
/ ART DIRECTOR

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.

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How We Engage

/ ENGAGEMENT
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NDA and IP handled before any work begins

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Typical project: 4–12 weeks, scoped to brief

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Agency-led and direct brand, mid-market budgets

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Direct access to the director, no account layer

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Proposal within 48 hours of a fit call

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Comfortable across US and EU time zones

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MetaHuman Questions

/ FAQ
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START A PROJECT.

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NEED A CHARACTER
THE PRESET CAN'T GIVE YOU?

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.