Cinema camera facing a coastal landscape on an expansive curved LED volume.

Tools Developer / Pipeline Engineer

Tools, pipelines
& real-time worlds.

I'm Moe. I build tools that help people create: Unreal editor utilities, cinematic automation, asset systems, simulation workflows, and interactive experiences. Studio, freelance, and independent work.

Explore my tools

Studio & freelance experience

Built for the workflow.
Used by the team.

Editor utilities, asset systems, and automation shaped by production. From an individual artist's task to a workflow used across a team.

01 / Artist workflowsBlueprints

Editor tools & utilities

Artist-facing interfaces, editor widgets, and controls for everyday Unreal work. I develop tools with artists and supervisors, then refine them through production use.

  • Blueprint-based editor utilities
  • VAD controls and creative review tools
  • Production-specific interfaces

beloFX · DistilleryVFX · Pixomondo

02 / Cinematic automationSequencer

Sequence & material systems

Automation that connects character variations, material instances, backgrounds, and sequence setup, carrying consistent naming and metadata through render preparation.

  • Batch sequence creation and setup
  • Material instance generation and assignment
  • Render-farm workflow integration

Claynosaurz · beloFX

03 / Asset workflowsReal-time libraries

Asset library pipelines

Tools and workflows for building and maintaining real-time asset libraries, connecting asset creation and management with the needs of artists and stage operators.

  • Internal asset creation and management
  • Reusable tools and library content
  • Asset ingest and playback checks

Lumostage · Pixomondo · DistilleryVFX

04 / Scene optimizationLED playback

Animated imposter generator

A generator for optimizing high-resolution animated assets for the LED volume, using animated imposters to represent assets during real-time playback.

  • Animated asset optimization
  • Real-time representation of complex assets
  • Tooling for LED-volume workflows

Pixomondo

05 / Virtual filmmakingVCam & VR

Camera & scouting tools

Virtual camera tools, motion-capture workflows, and a custom VR volume scouter for exploring scenes, reviewing action, and supporting director-led interaction.

  • Custom VCam and VP controls
  • Live mocap, playback, and recording workflows
  • Interactive LED-volume VR scouting

beloFX · Versatile Media · DistilleryVFX

06 / Production integrationPipeline & QA

Connecting Unreal to production

Integrating VFX workflows into Unreal, keeping tools useful through engine upgrades, and working across departments to resolve bottlenecks and maintain reliable versions.

  • VFX and Unreal workflow integration
  • Tool iteration, optimization, and QA
  • Engine upgrades and cross-DCC consistency

beloFX · Versatile Media · DistilleryVFX

How I work

Understand the task. Build the control artists need. Test it in the workflow. Keep improving it with the people who use it.

Different projects.
The same practical mindset.

Studio production, freelance development, simulation, and independent experiments. Here's where the tools meet the work.

Virtual production01

Lumostage

On set.
In real time.

LED-stage operation, car processing, and real-time set workflows—from asset ingest and playback checks to troubleshooting on shoot days.

  • LED volumes
  • Asset pipelines
  • Playback QA
My contribution

Senior Technical Operator · July 2025–present

I built an asset creation and management pipeline for the internal real-time library and work as an on-set virtual production and technical operator.

My work includes ingesting digital assets, checking playback before filming, and resolving technical issues with the production team.

Pipeline engineering02

beloFX

Tools built
around artists.

Unreal tools that connect VFX pipelines, cinematic workflows, and virtual cameras, developed in collaboration with artists and supervisors.

  • Sequencer
  • Artist tools
  • VCam
My contribution

Unreal Pipeline Engineer · March 2023–February 2025

I integrated VFX pipeline workflows into Unreal and developed Sequencer, virtual production, and VCam tools around production needs.

I worked with artists and supervisors on tool design, iteration, optimization, and QA, maintaining stable versions as the workflows evolved.

Cinematic automation03

Claynosaurz · Contract

Many variations.
One workflow.

A cinematic variation pipeline connecting character setups, material combinations, backgrounds, and sequence generation to render preparation.

  • Blueprints
  • Material automation
  • Rendering
My contribution

Unreal pipeline work · 2025

I developed automation for material instances, character variations, and Sequencer setup, using naming and metadata to connect the combinations.

The workflow brought look development, sequence generation, and render-farm preparation into a repeatable process for a large cinematic collection.

Virtual art department04

DistilleryVFX

A better way
to scout a world.

Tools for a custom Unreal pipeline, including a VR volume scouter that supports live director interaction and real-time visualization.

  • Virtual scouting
  • Editor tools
  • Optimization
My contribution

Unreal Engine Realtime Developer · November 2021–February 2022

I acted as technical lead on Distillery's custom Unreal Engine, developing editor interfaces, controls, and creative review tools for the VAD workflow.

I also built a custom LED-volume VR scouter, profiled scenes, and worked across departments to maintain parity between DCC packages and Unreal.

Real-time, beyond film.

Applying Unreal development and pipeline thinking to training environments and simulation.

CATI Training Systems · 2025

Simulation integration
& environment workflows.

Freelance Unreal development covering simulation data, terrain preparation, and real-time aircraft sequences.

  • OpenFlight and CIGI integration research and testing
  • OSM terrain/database preparation and SimBlocks workflows
  • Airfield environment work and Black Hawk sequence setup
  • Aircraft motion, propeller, and dust-effect setup

Work spanned pipeline investigation, environment development, and sequence preparation.

Built from curiosity.

Personal tools and ongoing R&D exploring interaction, local creative workflows, and new ways to work in real time.

Interactive projection / In development

InnerGalaxy

A camera-tracked projection project exploring particles, fluid-like motion, volumetric fields, and body-responsive visuals. My work spans tracking, calibration, controls, and real-time interaction.

  • Depth & camera input
  • MIDI control
  • Projection

Independent software

DreamOn

A local creative tool developed independently, outside studio production. Part of my broader work building practical software around creative workflows.

Unreal R&D

Rendering & editor experiments

Explorations in Gaussian splat workflows, Unreal plugins, and in-editor tool integration—alongside ongoing experiments with spatial interaction, projection, and sound.

Research & prototypes

Creative intent.
Technical follow-through.

I work between artists, supervisors, and technical teams to make real-time workflows useful in production.

01

Virtual production

LED-stage operations, virtual cameras, motion capture, asset ingest, playback validation, and on-set problem solving.

Unreal Engine · nDisplay · Live Link
02

Tools & pipelines

Blueprint-based editor tools, asset libraries, production workflow integration, and automation built around how artists work.

Blueprints · Editor Utility Widgets · Perforce
03

Cinematics & real-time

Sequencer tools, material variation systems, VAD workflows, render preparation, and scene profiling and optimization.

Sequencer · Movie Render Queue · Materials
04

Interactive experiences

Camera-driven interaction, projection mapping, spatial experiences, and experiments connecting movement, visuals, and sound.

TouchDesigner · MadMapper · Ableton Live
05

Simulation & visualization

Unreal-based simulation work, terrain and database preparation, integration research, and real-time training sequences.

OpenFlight · CIGI · OSM · SimBlocks

An artist's eye.
A builder's mindset.

I'm a real-time tools developer, pipeline engineer, and virtual production specialist based in Vancouver. I've worked in Unreal since 2014, across interactive media, VFX, simulation, cinematic workflows, and LED-stage production.

I like the part where a creative idea meets a technical challenge: building a tool that makes an artist's day easier, connecting a pipeline, or working out how a new kind of interaction should behave.

My strongest work lives in Blueprints, Sequencer, and production tools. I bring that experience to studio teams, freelance projects, and independent software and installations.

Selected experience

Studios / Freelance / Real-time
  1. 2025–present

    Lumostage

    Senior Technical Operator
  2. 2025

    CATI Training Systems

    Unreal Simulation Development · Freelance
  3. 2025

    Claynosaurz

    Unreal Pipeline Automation · Contract
  4. 2023–2025

    beloFX

    Unreal Pipeline Engineer
  5. 2022–2023

    Versatile Media

    Lead Unreal Engine Developer
  6. 2022

    Pixomondo

    Unreal Engine Developer
  7. 2021–2022

    DistilleryVFX

    Unreal Engine Realtime Developer
  8. 2020–2021

    Arcana

    Unreal Engine Developer

What's your
next challenge?

A tool, a pipeline, an interactive experience,
or a production problem worth solving.