Cinema camera facing a coastal environment displayed on a large LED volume

UNREAL ENGINE EXPERT · UNREAL DEVELOPER · PIPELINE ENGINEER · TECHNICAL ARTIST · VP OPERATOR

Creative ideas.
Production-ready
systems.

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

LumostagebeloFXVersatile MediaPixomondoDistillery VFXClaynosaurzArcana

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.

Camera crane and car on the Lumostage LED volume
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.

  • Batch media ingest
  • ProRes preparation
  • Live FX project setup
Plate-ingest workflow ↗
Actual Unreal Engine mocap cleanup and Sequencer capture
ACTIVE TAKETAKE_042
Selection preserved · ready for artist review

02 / BELOFX

Mocap & editor automation

Production tools for root-key transfer, motion cleanup, naming, metadata, scene setup, VCam controls, and review inside Unreal.

See the actual tool work ↗
Claynosaurz character artwork
RAW ASSETS→ASSEMBLY→VALIDATION→FINAL DELIVERY

03 / CLAYNOSAURZ

146,000 sequence variations

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.

Under the hood: sequence pipeline ↗
Studio library presentation showing the assembled environment in a UE5-style level viewport, a separate Studio Library panel, copied assets in the Content Browser, and a populated Outliner

04 / LUMOSTAGE · UNREAL EDITOR TOOL

Studio asset library.
Server to artist.

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.

Studio library workflow ↗
Pixomondo LED stage and virtual environment
01Animated source
02Bake view set
03Real-time stage asset

05 / PIXOMONDO

Animated impostor generator

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.

Read the technical story ↗
Distillery VFX Ahsoka before and after work
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.

Explore the scouting workflow ↗

02 / Software & interactive work

Software, interaction
and rendering R&D.

Desktop software, interactive installations, Unreal rendering development, and gameplay prototypes.

Illustration of projected particle streams responding around a participant

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.

  • Camera & depth input
  • Projection calibration
  • Effects & MIDI controls
InnerGalaxy development ↗
DreamOn workflow illustration: a stone arch reference and editing mask, cinematic image, video frames, and textured 3D asset
REFERENCE + MASKIMAGE · VIDEO · 3D

DREAMON / LOCAL DESKTOP SOFTWARE

A desktop interface for ComfyUI.

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.

  • Runtime setup
  • Reference & mask tools
  • Image · video · 3D
Explore the interface workflow ↗
Reference view of a high-density Gaussian splat scene inside the Unreal Engine editor
UNREAL ENGINE · 3DGS VIEWPORT

GAUSSIAN SPLATS / UNREAL R&D

Gaussian splat rendering in Unreal.

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.

  • Blueprint systems
  • VR mechanics
  • Interaction design
Interaction mechanics ↗

03 / Production context

Studio work
and contributions.

Detailed case studies show the production need, my contribution, and how each system was used by artists, developers, supervisors, operators, and creative teams.

Explore projects, tools & pipelines ↗

04 / What I bring

Build it.
Connect it.
Run it.

I work from the first creative conversation through the technical build and into production.

01

Unreal development

Blueprint tools, Editor Utility Widgets, Sequencer automation, materials, Niagara, rendering, and gameplay systems.

02

Pipelines & production tools

Asset ingest, metadata, naming, validation, libraries, versioning, render preparation, and DCC integration.

03

Virtual production

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.

  1. 2025–presentLumostageSenior Technical Operator / Unreal Developer
  2. 2025CATI Training SystemsSimulation Development · Freelance
  3. 2025ClaynosaurzUnreal Pipeline Automation · Freelance
  4. 2023–2025beloFXUnreal Pipeline Engineer
  5. 2022–2023Versatile MediaLead Unreal Engine Developer
  6. 2022PixomondoUnreal Engine Developer
  7. 2021–2022Distillery VFXUnreal Engine Realtime Developer
  8. 2020–2021ArcanaUnreal Engine Developer

06 / Contact

Contact me.

For studio roles, freelance projects, production support, and creative collaboration.

moe.badah@gmail.com ↗