TOOLS FOR ARTISTS. SYSTEMS FOR PRODUCTION.

Stephen Boileau

Technical Artist & Developer |
Tools, Pipelines & Real-Time Optimization

I build software that artists, performers, and production teams use. Across 12 years in themed entertainment, robotics, and VR, my work spans Python tools, Unreal show control, and Unity performance optimization.

Los Angeles, CA · Unreal Engine / Unity / Python / C++ / C#

CHIMELONG / UNITY PERFORMANCE~13 → 60+ FPS

Live show optimization, preserving visual quality.

LIVE UNREAL CHARACTER120+ sequences

Operator interface used by 12+ performers.

DOLLYWOOD / RENDER AUTOMATION1–8 renders / night

Unattended rendering through VR review output.

01 / SELECTED WORK

Built to be used.

Four projects in tools, pipelines,
and real-time production.

Outcomes are reported in my published portfolio and resume. Production footage provides context; technical evidence is described in each breakdown.

02 / MORE WORK

Across platforms and productions.

Boop Bay's beach Playground: a sparkling sun, a raining cloud, number blocks, a beach ball and a rubber duckComing soon

Boop Bay

Personal project · iOS & Android · Coming soon

A learning game for toddlers, made in Godot for my kid: 17 lessons of colors, shapes, fruit, animals, vehicles, sea friends, numbers and counting, plus a beach Playground, all voiced in English, Chinese and Spanish. No ads, no tracking, and it plays offline.

Visit the Boop Bay page ↗

Moxie robot

Professional work · Embodied · 2020

Built designer-facing Python/PyQt audio and asset-bundle tools; automated Maya animation preparation and standardized FBX export. Helped ship the real-time character on embedded hardware.

More info

Worked at Embodied Inc. as a Technical Artist helping bring the Moxie robot to market, which launched in April 2020. Moxie is a social robot designed to support child development through expressive real-time character animation and interactive experiences.

Built the audio pipeline tool the design team used to ship sound without an engineering PR: a Python/PyQt GUI where a designer picks approved audio and its target Unity asset bundle, and the tool files it correctly and normalizes loudness against the existing sounds. The same tool scanned the JSON conversation markup to map which audio was used where and built Unity asset bundles from that, so the robot streamed only what an upcoming module needed on its low-end hardware.

Also wrote the Maya Python script that stripped rigs out of hundreds of animation files to keep them small enough for the device, built custom FBX exporters used on every animation export, and contributed character rigging, facial and blend-shape animation prep, C# development, and mobile graphics optimization. Work was tracked in an Agile workflow in Jira, with tickets linked to the team's GitHub.

Tools: C#, Python, PyQt, Maya, Unity, asset bundles, JSON, rigging, blendshapes, FBX export automation, mobile graphics optimization, Git/GitHub, Jira (Agile).

Video source

Quest Theater Visualizer

Professional work · Super 78 · 2023

Built to-scale Maya theaters and a Unity/Quest media-review app. Clients reviewed in-progress content on curved projection surfaces after initial training.

More info

Designed and built a Quest-based VR theater visualization tool that allowed clients to preview in-progress media inside accurately scaled virtual theater environments throughout development.

Created to-scale theater models in Autodesk Maya and developed precise UV mapping for complex curved projection surfaces. Built an Android/Quest application with a simple file-picker workflow so clients could load media directly onto the headset and review how content would appear on the intended screens without needing technical support.

I built 3–4 of these across projects at Super 78. Clients had their own headsets and were trained once; the app auto-loaded whatever media they dropped in, so client reviews ran weekly or biweekly and internal reviews daily. Some can't be shown publicly because the related projects haven't been built or released yet.

Tools: Unity, C#, Android, Meta Quest, Autodesk Maya, UV mapping, VR visualization.

Video source

Multiplayer strategy game

Personal project · Closed beta

Solo-built Unity 6 turn-based game for Android and iOS using Netcode for GameObjects. Focused on multiplayer systems, mobile UI, and low-end device performance.

More info

Passion project built in Unity 6: an online multiplayer turn-based strategy game for Android and iOS, currently in closed beta.

Designed and developed the game using Unity’s Netcode for GameObjects (NGO) system, with a focus on multiplayer gameplay systems, mobile support, and production-ready iteration as the project continues to evolve.

Tools: Unity 6, C#, Unity NGO, Android, iOS, multiplayer systems.

Video source

Sasquatch Mountain

Professional work · Super 78

Rendering and review workflows, environment optimization, motion capture direction and retargeting, and Perforce support.

More info

Built and supported Unreal Engine rendering workflows for high-resolution output, review media generation, and content delivery. The work included Movie Render Queue pipeline setup, automated rendering and video conversion for review, Slack notification workflows, asset optimization, material creation and editing, asset integration, Blueprint troubleshooting, and Perforce-based project maintenance.

Directed motion capture of performers — Rokoko suit and markerless AI video capture — cleaned it up and retargeted it onto production rigs in Unreal, alongside MetaHuman animation and facial mocap cleanup. Implemented 360 stereo rendering using the OWL plugin for high-resolution panoramic review output, ran the same environment-optimization pass as NightFlight (LODs/HLODs, draw calls, lighting, culling, streaming, profiling), and administered Perforce across multiple teams and contributors.

Tools: Unreal Engine 5, Movie Render Queue, Blueprints, Python, motion capture direction, Rokoko, mocap retargeting, MetaHuman, facial mocap cleanup, OWL 360 rendering plugin, LODs/HLODs, profiling, Slack notifications, Perforce, P4 server administration.

View Fox 13 Project Clip
Visit Sasquatch Mountain

Video source

Princess Cruises 360

Professional work · 2023

Developed TouchDesigner/Python systems using OpenCV to track motion and gestures for responsive graphics in an immersive dining experience.

More info

Worked on the Princess Cruises 360 dining experience, an immersive theatrical dining environment where projection, sound, and interactive graphics transform the dining table into part of the show.

Developed TouchDesigner and Python systems using OpenCV to track guest motion and gestures, driving real-time graphics and visual effects that respond dynamically to activity at the table.

Tools: TouchDesigner, Python, OpenCV, real-time interactive graphics.

Video source

Dino on My Desk

Professional work · DeepBlue Worlds · Released 2016

Sole developer of an educational Unity/C# AR app released for Android and iOS. Built around Maya-based assets.

More info

Sole developer of an educational AR app for kids called Dino on My Desk, released in 2016 for Android and iOS. The experience followed a small dinosaur collecting objects while teaching players about the character and the historical period it came from.

Built the application in Unity using C#, supported Android and iOS development, collaborated with Maya-based assets, and managed project workflows using Git.

Tools: Unity, C#, Android, iOS, Git, Autodesk Maya, AR development.

Video source
03 / CONTACT

Contact

Technical art, tools and pipelines, and real-time development.

GitHub ↗