Unreal Engine Technical Artist

A Technical Artist is the bridge between what the art team wants to see and what the engine can do in time. That’s what I do every day in Unreal Engine 5 for live television, with the eye of someone who has been animating for more than 11 years.

Control Rig function in Unreal Engine

What I do

Production Blueprints

Tools that solve specific problems: camera systems, scene logic, live control and links to external data.

Materials and shaders

Custom materials that are efficient and easy for the rest of the team to tweak.

Rigging and Control Rig

Rigs in Unreal with Control Rig, layers and additive layers, to animate straight in the engine.

VFX and simulations

Niagara, fluid simulations with Embergen and effects that fit the performance budget.

Optimisation

Scenes that meet their frame budget, like the 20 milliseconds of a live show at 50 fps.

Pipeline and good practice

Project structure, conventions and workflows that keep a project from breaking as it grows.

Frequently asked questions

Which Unreal Engine version do you use?

I work in Unreal Engine 5 every day and adapt to your project’s version, because in production you can’t always upgrade.

Can you help an animation team move to Unreal?

Yes, it’s exactly the path I took. I can help set up the pipeline, prepare rigs and tools and walk the team through the real-time workflow.

Do you only work in broadcast?

No. Broadcast is where I work every day, but the same skills apply to games, cinematics, commercials and interactive experiences.

Need a Technical Artist on your Unreal project?

Tell me what you’re working on and what’s getting stuck, and we’ll see how to solve it.

Tell me about your project