MoCap Pipeline
A Python pipeline that takes the MoCap volume from cold start to recording in 5 minutes, and recovers from any Unreal crash in another 5.
See Breakdown →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.
A Python pipeline that takes the MoCap volume from cold start to recording in 5 minutes, and recovers from any Unreal crash in another 5.
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A rigging workflow for live motion-capture sessions: simplified MetaHuman skeletons for streaming, plus a standardised prop and creature rig convention.
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A photo-to-asset pipeline taking real-world scans of objects, environments, and human heads through to production-ready Unreal Engine assets.
See Breakdown →Streams an Unreal Engine project to any device with a web browser, no powerful local hardware required on the viewer's end. Built as a custom Unreal 4.26 source build for the LiViCi We Won't Forget show in 2020.
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A pipeline for building VR-accessible web worlds in Mozilla Hubs from a Maya model textured in Substance Painter. Used to build the XR Podium world that hosted my talk at the Accessibility VR Meetup (A11YVR) in December 2020.
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A MoCap-tracked virtual camera I've been evolving since 2018, currently an iPad rig.
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A motion-captured wand that turns the stage into a live-editable digital chalkboard.
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An Unreal Engine tool that teleports your physical MoCap stage to any saved virtual location in real time
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WiFi-synced LED panels mounted at every entrance of the MoCap volume, mirroring Unreal's TakeRecorder state. Green when idle, red the instant recording starts.
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A from-scratch helicopter simulator in Unreal Engine 5.2 with custom physics, joystick mapping, and speed-reactive propellers. Built for the Decision Heights previs at Versatile Media.
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A two-mode interactive driving tool in Unreal Engine Blueprints. Actor-driven MoCap mode with button-triggered component attachment, plus operator-driven keyboard mode that drives a projection-mapped environment around a stationary actor.
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A drone-style auto-tracking camera built in Unreal Engine Blueprints that follows its assigned character at a consistent angle, keeping them framed throughout the take. Built for The Future Chicken Today Show at Versatile Media.
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An award-winning live XR circus performance for The 7 Fingers and Shocap Entertainment — the flagship piece of LiViCi (Live Virtual Circus) and the 2021 SIGGRAPH Real-Time Live Audience Choice Award winner.
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