2025 demo-reel
Breaking Down the Demo Reel: Projects That Built Our Worlds
A snapshot of years spent designing, leading, and building production-ready worlds for film, TV, games, and immersive experiences.
Here’s a look at each project featured, in the order it appears.
Ant-Man and the Wasp: Quantumania
Role: Virtual Production Supervising & Virtual Art Department Leadership
What we did: Helped define environments and sequences for Marvel’s quantum realm, bridging design and real-time workflows across multiple departments.
The Mandalorian - Season 3
Role: Virtual Art Department Leadership
What we did: Led the team responsible for building digital sets, collaborating closely with production design and visualization teams
Megalopolis
Role: Final VFX out of Unreal Engine
What we did: Delivered production-ready VFX directly from Unreal Engine for Francis Ford Coppola’s visionary project, showcasing real-time rendering in feature production.
Godforge - Cinematic
Role: Final Cinematic Creation
What we did: Directed and produced the final game cinematic using Unreal Engine, combining traditional storytelling with real-time techniques.
Gold Rooms Props
Role: Photogrammetry Proof of Concept
What we did: Captured and lit real-world props using photogrammetry, blending lighting between Unreal Engine and VRay for consistent realism.
Corridor Crew - Mandalorian Talk
A guest feature discussing the virtual art and design process behind The Mandalorian, sharing what goes into creating sets that feel real before they’re built.
Gnomon Presentation
Presentation on creating sets out of Unreal Engine, walking through our process for transforming story-driven design into production-ready 3D environments.
Ahsoka
Role: Virtual Art Department Leadership (Techvis)
What we did: Showcased advanced Techvis workflows that connected storyboards, camera blocking, and set builds during production.
Archviz with Alex McDowell
Role: Creative Collaboration
What we did: Partnered with the Minority Report production designer on an architectural visualization project exploring the future of storytelling spaces.
ASC Masterclass
Event: ASC Virtual Production Masterclass with Epic Games
What we did: Taught practical VP workflows to cinematographers, bridging traditional lighting principles with real-time production.
Jurassic World VR
Role: Leadership & Delivery
What we did: Oversaw environment and lighting delivery for an interactive VR experience tied to the Jurassic World franchise.
State of Unreal (New York)
Panel discussion on the future of real-time production, sharing insights into how the Virtual Art Department bridges creative and technical teams.
The Mandalorian - Season 1
Role: Virtual Art Department Leadership
What we did: Helped launch Lucasfilm’s first VAD, developing the visual backbone for The Mandalorian.
This section shows both Unreal Engine outputs and the final on-screen results.
Treasure Imagination - Short Film
Role: Co-Director & Virtual Production Lead
What we did: A short film with Stray Vista exploring practical cinematography inside Unreal Engine.
SIGGRAPH Presentation
A behind-the-scenes look at our Star Wars VAD work, showcasing how real-time visualization changed the art department’s role in production.
Underworld Ride
Role: Previs & Lighting
What we did: Produced ride renders directly out of Unreal Engine, an early example of real-time previs in themed entertainment.
Avatar: The Last Airbender
Role: Virtual Art Department Leadership
What we did: Led VAD efforts on Netflix’s Avatar adaptation, supporting worldbuilding from previs through final look.
The Mandalorian - Season 2
Role: Virtual Art Department Leadership
What we did: Continued refining workflows for large-scale virtual environments across multiple episodes.
Black Adam
Role: Virtual Art Department Leadership
What we did: Partnered with production designers and VFX teams to create dynamic previs and virtual set builds for major action sequences.
LED Stage Event Panel
Event: Bridging Art Departments and ICVFX
Panel discussion highlighting how VAD and production design work hand-in-hand with LED stage teams.
Joshua Tree Proof of Concept
What we did: Photogrammetry and lighting proof of concept, scanning real-world desert environments for virtual use inside Unreal Engine.
NBA 2K - Driving Mocap Session
What we did: Captured vehicle motion data for in-game cinematics, combining mocap, previs, and camera choreography.
Bad Decisions Podcast
Guest interview on creative careers, leadership, and lessons from running art departments across film and games.
Lollipop - Race Car Short Film
Role: Virtual Production Leadership
What we did: Directed a fast-paced short demonstrating real-time car cinematography and LED integration.
The Book of Boba Fett
Role: Virtual Art Department Leadership
What we did: Supported Lucasfilm’s art department with environments, layout, and set extensions across multiple sequences.
Shrek Ride
Role: Previs & VR Experience
What we did: Created a full ride experience using Unreal Engine, blending previs, animation, and interactive storytelling.
Why We Share This
Each of these projects represents years of iteration; bridging art, technology, and storytelling.
We’ve led or contributed on dozens of large-scale productions across studios like Lucasfilm, Marvel, Netflix, and Warner Bros.