I'm a real-time technical artist specialising in virtual production.
I’m actively looking for roles in real-time virtual production. I have hands-on experience across the full VP pipeline, including running motion capture shoots for external partners and working directly with tools like Vicon, Mo-Sys StarTracker, Brompton processors, and nDisplay systems. My MSc project, Realtime Roads, pushes Unreal Engine to its limits using custom C++ tooling to generate fully procedural, real-time driving environments designed to offer a more flexible alternative to traditional 2D driving plates in LED volumes. I’ve worked in a variety of game engines and developed a strong understanding of both the hardware and software sides of VP. I have built tools using C++, C#, Python, and Blueprints, and I’ve also built procedural systems using Houdini Engine integrated with Unreal.
I'm currently looking for a position as an on-set virtual production / perfomance capture technical artist.