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01 Technical Artist · SAS Institute Digital Twins

SAS×EPIC GAMES/UNREAL ENGINE

Trusted to own
the pipeline behind
industry-leading
digital twins in Unreal.

Currently a Technical Artist for the SAS Institute Digital Twins team, playing a key role in anchoring our partnership with Epic Games. I own the art production and technical art pipeline, helping build next-generation digital twins in Unreal Engine.

SAS × EPIC GAMES // FIELD NOTESee what we’re building at SAS in partnership with Epic Games.
3DAsset productionModeling · Texturing · Lighting
ENVReal-time worldsScene Building · Level Design · Optimization
DEVPipeline + toolsPython · Add-ons · Automation · Rust
UEUnreal systemsBlueprints · C++ · Procedural Content

02 Selected deployments

Operational complexity,
made tangible.

Large-scale environments built to help people see, understand, and act—not just to look impressive.

01
Healthcare operationsDigital twin

Steril Central

A real-time view into intricate sterile-processing workflows, created with a dependable asset pipeline and purpose-built Unreal tooling.

  • Pipeline architecture
  • Asset production
  • Unreal implementation
02
AviationGlobal infrastructure

Dubai International Airport

Transforming one of the world’s most complex transportation environments into a performant, legible real-time operational twin.

  • Environment systems
  • Optimization
  • Data visualization
03
Border securitySituational awareness

Frontex

Real-time spatial context for border-security scenarios, balancing geographic scale, visual clarity, and production performance.

  • Procedural workflows
  • World building
  • Technical art
04
LogisticsWarehouse operations

Enstructure

A warehouse and forklift twin that connects moving equipment, assets, and operational data inside an intelligible 3D system.

  • Vehicle systems
  • Asset integration
  • Real-time state

03 What I own

Owning the pipeline,
front to back.

My specialty is leading the complete real-time content lifecycle: leveling up the people and the product, engineering dependable production paths, implementing the experience, and carrying cross-disciplinary goals from concept to completion.

01

Level up the people + product

Lead cross-disciplinary, interdependent goals from concept to completion—strengthening the team, the creative process, and the quality of what ships.

LEAD
02

Own the pipeline + tools

Custom Unreal add-ons, Editor utilities, procedural systems, validation, naming, LODs, and workflows artists can rely on.

ENGINEER
03

Implement + optimize

Connect assets, interaction, live data, and performance inside Unreal Engine until the experience behaves as one system.

INTEGRATE
04

Verify, test + ship

Profile, validate, troubleshoot, and deliver production-ready experiences across games, cinematics, simulations, and digital twins.

DELIVER

04 More than visualization

Real-time worlds
built to think.

These twins are working environments for advanced analytics—designed to generate evidence, explore scenarios, and improve decisions before they affect the real world.

ML

Machine Learning

Simulate operational systems, test strategies, and connect intelligent models to spatial context.

CV

Computer Vision

Build realistic environments for perception workflows, safety scenarios, and visual intelligence.

SD

Synthetic Data

Generate controlled, high-fidelity scenarios—including rare or hazardous conditions that are difficult to capture.

OS

Operational Simulation

Make complex facilities tangible, then explore routing, throughput, risk, and “what if?” decisions.

05 Current role

Technical Artist
at systems scale.

I’m a Technical Artist on the SAS Institute Digital Twins team, helping define how our digital worlds are built—not only how they look.

My role sits between artists, developers, subject-matter experts, and customer requirements. I translate constraints into tools and pipelines, then stay close to production to make sure the work survives contact with reality.

Unreal EngineBlueprintsPythonProcedural workflowsOptimization

06 Previous chapters

Built across
disciplines.

My technical-art perspective comes from a 14-year path through AAA game design, animation, development, and real-time production—experience that helps me connect creative intent with complex systems.

CURRENT
SAS INSTITUTE

Technical Artist

DIGITAL TWINS

Owning the art and technical-art pipeline for operational digital twins in Unreal Engine.

  • Create production-ready assets, environments, materials, and visual states.
  • Build Unreal tools, Editor utilities, procedural workflows, validation, and LOD systems.
  • Integrate interaction and live data, optimize performance, test, and deliver.
  • Work across artists, developers, subject-matter experts, and customer teams while supporting the SAS × Epic Games partnership.
2024—2025
SKY ELEMENTS

Developer
+ Animator

DEVELOPMENT + ANIMATION

Development and animation for precisely coordinated, large-scale aerial experiences.

  • Translated creative concepts into coordinated motion and production-ready animation.
  • Developed visual timing, sequencing, and movement for large-format drone shows.
  • Balanced expressive animation with the technical constraints of complex aerial systems.
2022—2023
ELECTRONIC ARTS

Senior Game Designer

GAME DESIGN

Game systems and player experiences developed through rapid, cross-disciplinary iteration.

  • Designed and refined gameplay systems around clear player goals and readable feedback.
  • Turned creative direction into testable features, then iterated from play and team feedback.
  • Partnered with art, design, and engineering inside a major game-development team.
2012—2021
SONY INTERACTIVE ENTERTAINMENT

Senior Game Designer

AAA GAME DESIGN

Nearly a decade shaping AAA game systems, player experiences, and production.

  • Owned features from early concepts and prototypes through implementation, iteration, and polish.
  • Designed systems that connected player intent, world behavior, and moment-to-moment experience.
  • Worked closely with artists, engineers, and production to align creative goals with technical realities.

07 Start a conversation

Building something
complex?

I’m always interested in ambitious real-time worlds, technical-art systems, and the people building them.