Realtime & MoCap Supervisor (Unreal Engine)

About Me

I am a Virtual Production and Immersive XR Supervisor specializing in real-time virtual production using Unreal Engine.

I have worked with studios and clients across Canada, the United States, the Netherlands, and Mexico, leading teams and delivering real-time pipelines that combine live motion capture, performance in Unreal Engine with real-time retargeting, virtual cameras, LED volumes, and in-engine previs.

With over 7 years of experience, I design, code, and supervise end-to-end virtual production workflows, directing shoots and collaborating closely with performers, directors, and technical teams. My work includes driving large-scale LED walls, supervising real-time chroma key and green screen setups, and building custom Unreal Engine tools to ensure reliable, low-latency, production-ready systems.

I maintain strong hands-on expertise across the full real-time 3D pipeline, including rigging, skinning, lighting, materials, VFX, physics simulations, optimization, and rendering, while also managing version control and production infrastructure for Unreal Engine projects.

Alongside production, I contribute to research at Simon Fraser University, applying insights from VR, AR, and projection mapping studies to build actor-centric and scalable virtual production pipelines.