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