Virtual Production
Through a relationship of Gregg Perkins, I was able to venture into the world of Virtual Production. While the in-engine portfolio is sparse, I was tasked with getting the Virtual Production Studio at the University of Tampa fully operational with full Vive tracking in UE 4.27 and UE5. This included building the PC which would run the entire volume — as we did not have server clusters at the time — and getting all VR components communicating within Unreal. Eventually, we updated the system with the Mars Camera Tracker for better performance.
Untitled UE4 In-Engine Cut
Roles: Virtual camera sequencing, PPV setup, virtual actor/prop placement
UE Version 4.26
Walking Dead Scene Recreation
Roles: World Builder, Foliage Designer Virtual camera sequencer/operator, PPV setup
UE Version 4.26