I'm a Visual Development Technical Director with deep expertise in real-time rendering, cinematic production, and pipeline tool development in Unreal Engine. My work centers on producing photorealistic imagery and cinematic sequences, building optimized rendering workflows, and developing custom tools that streamline production for entire teams.
In UE5, I specialize in pushing real-time rendering toward photorealism. I work extensively with Sequencer for cinematic camera animation and storytelling, as well as blueprints for runtime logic and interactivity. I build Editor Utility Widgets and Python automation tools for render pipeline management, Movie Render Queue setup, camera export, asset organization, and sequence creation. Performance profiling and optimization are a constant part of my process.
I have a deep understanding of cinematic lighting, color theory, and physically based rendering, and I bring that same eye to every shot or immersive experience, whether it's a real-time render or an offline composite. I'm also experienced in Nuke compositing and post-production workflows, giving me a strong handle on the full image pipeline from 3D scene through final pixel.
Tool development | Procedural workflows | Lighting & look dev | Environment creation | Rendering (Houdini/Arnold/Unreal) | Virtual Production | Pipeline enforcement |
Photo real immersive experiences and simulations | Light setups | Environment creation | Particle creation | Performance and profiling | Pipeline enforcer | Rendering | Virtual Production | In charge of final lighting look dev for several national IPs.
Handled lighting responsibilities for an upcoming animated series, encompassing lighting design, rendering, and light rig setup. Implemented optimization techniques to enhance efficiency. Skillfully resolved rendering issues and fine-tuned lighting and special effects to achieve desired outcomes as requested by the VFX supervisor.
Lead a small group of artists in crafting immersive experiences and simulations from inception to completion. Orchestrated tasks including light rig configuration, environment design, particle generation, performance optimization, blueprint scripting, and profiling. Implemented programming for interactive projects. Responsible for defining the ultimate visual aesthetic for numerous projects. Mentored junior staff members in the creative process and ensured that all assets created by the 3d team conform to the style and technical guidelines of the project.
Photo-real interactive immersive experiences and simulations from start to finish | Environment creation | Particle creation | Performance and profiling | In charge of creating the final look for multiple projects | Setting poly and memory budgets and workflows for artists to follow.
Lead a small group of artists to create the next highly engaging and innovative interactive experiences from start to finish. Mentor junior staff members in the creative process and ensure that all assets created by the 3d team conform to the style and technical guidelines of the project.
Designed and developed Arch viz walkthroughs, menu creation, programming, and interactivity. Animations and photorealistic texturing using Substance Designer, Substance Painter, and Photoshop. Material/Shader networks and vertex blending within UE4. VR environment creation, Particle creation. Modeling and UV mapping.
High-end digital retouching from capture to output. Concept building and visualization, retouching, and compositing. Working for National and International clients. Working closely with creative directors to meticulously refine each image to be flawless. Working under tight deadlines at a fast pace, while managing multiple images and clients.
High-end digital retouching, Concept building, visualization, retouching, and compositing for national and international clients.
Studio assistant in a fast-paced, quality-driven studio executing commercial photography assignments for top brands at the highest standards of quality in the industry. Manage digital capture, checking for visual consistency between shots. Post-capture processing.