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.
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