ABOUT
Los Angeles, U.S.A
I was hired by Blur Studio as an Unreal Technical Artist for their Unreal Tournament episode of Secret Level, produced in partnership with Epic Games. The project was built entirely in Unreal Engine and served as one of the studio’s first major efforts to establish a real-time Unreal production pipeline for future shows.
My initial responsibility was to develop a handheld virtual camera workflow for the production using DragonFly. Because the project was frequently updating to unreleased versions of Unreal Engine, DragonFly could not update quickly enough to remain stable. I made the decision to transition the workflow to Unreal’s native Virtual Camera system and had the opportunity to work closely with Epic’s virtual camera development team during the process. Once the tool was complete, I documented the workflow so it could be used by the broader production team.
After finishing the virtual camera setup, I supported several areas of the Unreal pipeline, including rendering workflows, technical troubleshooting, optimization, and artist support. I helped investigate ways to separate out a fog render pass and contributed to the development of Blur’s custom shot browser. This tool connected the previz workflow to final shot production, allowing previz edits to be exported to an external editing tool, brought back into Unreal, and then passed to artists for finalization.
I also began developing a clip-trimming tool for Sequencer that could scan sub-track layers and trim clips based on artist preferences. Across the project, my role focused on solving production pipeline problems, supporting artists, and helping Blur adapt Unreal Engine workflows for a high-end animated series pipeline.

Role
Unreal Engine Technical Artist

Software
Unreal Engine, Dragonfly
