Felix Jorge
Creative director +
VP Producer
With nearly 20 years in film, TV, and games, I’ve built my career at the intersection of design, technology, and storytelling. I led the team that launched Lucasfilm’s first Virtual Art Department, working directly with Jon Favreau and his team, shaping workflows that became the foundation of modern virtual production. Since then, I’ve guided directors, designers, and producers through virtual world building sessions - translating creative vision into explorable environments and delivering production-ready sets for LED stage shoots.
I went on to grow and manage a studio of 100+ artists, building pipelines that balanced creativity and efficiency on projects for Marvel, Apple TV, Netflix, and more - often in close collaboration with Epic Games. That blend of creative direction and production strategy lets me bridge disciplines: working with filmmakers and game developers on story and visuals while also helping producers apply smarter workflows, budget, and scheduling decisions.
Today, my focus is on empowering teams with the right tools, processes, and strategies to deliver high-end work without losing sight of the story - while also building stories of my own. I create pipeline and pitch decks that frame problems, align teams, and chart clear solutions. My strength lies in bridging creative vision with production reality, and in pitching ideas in ways that build clarity, confidence, and momentum. Endlessly curious, I’m always exploring new technology and more efficient ways to make the work stronger.
✉️ felixjorge.design@gmail.com
🌐Full resume: Linked-in
skills & features
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Shaping story-driven worlds with directors and designers, from pitch decks to production-ready sets - ensuring visuals, tone, and budget align.
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Working with teams to design strategies and pipelines that deliver their productions — blending film, games, and emerging tech to create efficiencies.
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Creating decks, strategies, and workflows that give decision-makers clarity and confidence — turning complex ideas into executable plans and communicating them effectively in studios or publicly online.
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Emmy Awards – 2019–2020
Outstanding Production Design For Narrative Program (The Mandalorian)Contributions to major franchises: Star Wars, Marvel, Warner Bros., Netflix
Featured by:Emmys, Golden Globes, ADG, SIGGRAPH, GDC, NAB
Published in: ASC Magazine, Epic’s Virtual Production Guidebook, VES Handbook
Interviews and Keynotes: Corridor Crew, Gnomon, Game Developers Conference (GDC), Future of Film, ASC + Epic Games VP Masterclass, and more.
How To Plan Scenes with Virtual Scouting? Mandalorian S2 & Boba Fett | Podcast Creative Check-in EP 03
In this episode, we break down how The Mandalorian S2 and Boba Fett used virtual scouts to plan scenes. Looking through shots, Unreal Engine tools, and virtual art department workflows.
Megalopolis: How to Use Unreal Engine For Final VFX? | Breakdown
We had a small team working in Unreal Engine to create final VFX environments for Megalopolis. Here’s a look at what we learned, how we built the shots, and how we worked closely with the VFX supervisors.
Who’s Behind the Pitch: Turning Creative Ideas Into Something You Can Sell | Article
A few lessons I’ve learned about turning creative ideas into something clear, shareable, and pitchable, without overthinking it.
How Was The Godforge Game Cinematic built? | Breakdown
A behind-the-scenes look at how we created the Godforge cinematic in 20 weeks using UE5, a lean remote team, and a mix of real-time tools, AI, and smart workflows.
Star Wars Case Study: What Is the Virtual Art Department? | Podcast
In this podcast episode, we explore how the Virtual Art Department helped design scenes for The Mandalorian, Ahsoka, and Boba Fett, using real-time tools, virtual scouts, and direct collaboration with directors and VFX teams.
How We Built VAD Digital Sets for Ahsoka Using Unreal Engine | Breakdown
An in-depth look at Safari’s virtual set design process used to create Unreal Engine environments in pre-production to plan the in-camera VFX for Ahsoka.
Siggraph Presentation - Art Directing For ICVFX | Video
This SIGGRAPH talk covers how we used Unreal Engine to design virtual sets for The Mandalorian, Ahsoka, Antman, and more, aligning directors and crews early to plan, virtually shoot, and get final shots faster.
What I Learned Leading Narwhal Studios. A Virtual Production Studio? | article
An article talking about scaling a creative studio, and referencing our own experience from 10 years of running Happy Mushroom / Narwhal Studios.
Godforge Game Cinematic Trailer | Video
Godforge is a game cinematic created our of Unreal Engine 5, for Fateless Games.
Lessons From Starting A Creative Studio | Podcast
In Episode 01 of our podcast, we share what it took to build, and eventually walk away from a creative company. We talk about early mistakes, scaling up, and what we would do differently next time.