I build production tools, Unreal systems, and interactive experiences. I collaborate with creative and technical teams, from development through live production.
Vancouver, CanadaUnreal Engine since 2014Development · Collaboration · Operation
EXPERIENCE ACROSS
01 / Selected systems
Tools and production workflows.
Tools shown through the production problem they solve—from plate ingest and asset deployment to motion cleanup, cinematic automation, and virtual scouting.
PLATE INGEST / ASSIMILATE LIVE FXBATCH
PLATE SETARRAYROUTING
City / day9 camerasSaved wall config
Forest / dusk9 camerasSaved wall config
Tunnel / night9 camerasSaved wall config
NC01C02C03C04C05C06C07C08C09 · UPCEILING / SKY
Main WallMobile Wall AMobile Wall B8 horizontal plates + C09 ceiling/sky plate. Wall assignments follow the selected configuration.
✓ Auto-populate walls from saved configurations
BATCH INGESTRead metadata → prepare media → populate Live FX
01 / LUMOSTAGE · ASSIMILATE LIVE FX
Batch plate ingest for Live FX
I built a standalone Windows tool that prepares large plate and media deliveries for Assimilate Live FX. It automates plate loading, metadata extraction, ProRes 422 LT preparation, stage and wall mapping, and Live FX project setup—turning repetitive per-file tasks into a few clicks.
A deterministic Unreal pipeline for nine characters, 42 material sets, variants, caches, shapes, backgrounds, and farm delivery. It replaced hand assembly with repeatable rules, reducing manual assembly errors at scale.
A dedicated Studio Library window inside Unreal for the company’s shared Blueprints, props, environments, and materials. Artists browse the server catalog and drag an asset into their scene. The tool copies that asset and its dependencies into the local project, where they appear in Unreal’s Content Browser.
Built for artists, developers, and stage teams. The same shared collection supports scene building, look development, visualization, and production playback without manually finding and copying individual files.
I built the optimization tool that converts demanding animated assets into a lighter real-time representation for LED playback. My role was developing the system for volume use, rather than operating the stage.
VR SCOUTCAM A · 35MMReview position · lens · lighting · action
06 / DISTILLERY VFX
LED-volume scouting in editor & VR
A scouter designed to help directors, DPs, art departments, and stage teams plan together before arriving on-site. Place the virtual volume within an environment, explore scale and camera framing, and distinguish physical set builds from scenery displayed on the wall.
Desktop software, interactive installations, Unreal rendering development, and gameplay prototypes.
INNERGALAXY / INTERACTIVE PROJECTION SOFTWARE
Live visuals driven by movement.
I built InnerGalaxy around camera and depth input so people can interact with projected visuals through their movement. The work includes tracking multiple people, mapping camera space to the projector, and controlling how particles and effects respond to bodies.
It extends beyond a starfield: particle streams, fluid and sand effects, depth trails, topographic waves, and distortion effects share a live control interface. MIDI controls let an operator change effects and adjust their appearance during a performance.
I built the desktop application and its custom UI over ComfyUI. It installs and configures the runtime, organizes references, includes mask editing, and runs image, video, and 3D workflows on local hardware.
The interface work connects reference selection, brush-based mask editing, workflow settings, queues, and output review in one application.
A UE5 plugin project for importing .ply captures and rendering them beside Unreal geometry. The work covers GPU draw paths, depth and occlusion, lighting and shadows, and performance at high splat counts.
Import & asset handling
GPU rendering
Depth · light · performance
GAMEPLAY / INTERACTION
VR gameplay and interaction.
Blueprint gameplay work across VR interaction, player controls, combat, abilities, spatial systems, and a multi-platform roguelike shooter prototype.
Detailed case studies show the production need, my contribution, and how each system was used by artists, developers, supervisors, operators, and creative teams.
LED playback, nDisplay, VCam, motion capture, tracking, stage prep, operator controls, and live diagnosis.
04
Creative collaboration
Directors, art departments, VAD teams, artists, developers, supervisors, and operators working from one practical system.
05
Interactive experiences
Depth cameras, projection, spatial interaction, MIDI, real-time particles, live characters, and installation operation.
06
Performance & reliability
Profiling, optimization, playback checks, failure recovery, and systems that stay useful under production pressure.
05 / About
An artist’s eye. A builder’s mindset.
I’m an Unreal Engine developer, technical artist, and virtual production specialist based in Vancouver. I’ve worked in Unreal since 2014 across film, VFX, virtual production, simulation, gameplay, and interactive installations.
My best work happens where a creative idea meets a production problem. I can build the tool, connect it to the wider pipeline, sit with the people using it, and operate the result when it needs to work live.
I collaborate with directors, art departments, artists, developers, supervisors, and operators. I’m available for studio roles, contract development, production support, and creative collaborations.