Roberto Filip
Roberto Filip / Hands-On Development & Production Leadership
Available for Contract Projects

Unreal Engine Technical Director & Technical Artist

I help studios and companies build real-time environments, production tools, and interactive systems through hands-on development, technical direction, and optimization. Experience across games, digital twins, automotive visualization, and simulation.

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Years Hands-On
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Peak Toronto Team
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km² Toronto Digital Twin
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Trusted by teams at

Virgin Hyperloop  ·  CBRE  ·  BIG  ·  Rogers  ·  OPPO  ·  Tridel

Selected Projects

Explore the projects, my responsibilities, and the technical decisions behind the work.

01
CTO / Technical Director / Lead Technical Artist

Toronto Waterfront Digital Twin

A cloud-streamed, 1:1 recreation of approximately 2 km² of Toronto. As CTO, Technical Director, and Lead Technical Artist, I established technical-art pipelines, rendering systems, production tools, and quality standards for a distributed team of up to 25 contributors.

UE5Digital TwinGISTechnical ArtOptimization
View Case Study
02
Solo Development / Systems, Environment & Vehicle Physics

World of Drift

An independently developed UE5 drift simulator with custom vehicle physics, force feedback, wheel and controller support, deep battle scoring and replays, plus cinematic vehicle, broadcast, drone, trackside, and rail cameras. It features random battles, ghost training, and PlayFab-powered public multiplayer lobbies with matchmaking.

UE5Vehicle SystemsPlayFab MultiplayerForce FeedbackTechnical ArtOptimization
Visit Website
03
Solo Development / End-to-End Technical Implementation

Scan to Life - Virtual Aquarium

An interactive educational experience where children draw fish templates, scan them, and watch them come to life swimming in a virtual aquarium. Built with UE5, combining image processing, real-time rendering, and child-friendly interaction design.

UE5Image ProcessingReal-time RenderingInteractive Design
View on ArtStation
NDA - Details Confidential
04
Technical Artist

Defense VR Training & Simulation

Created performance-conscious VR training environments for defense-sector simulation work, including a full-scale hangar and C-130J aircraft interior. Client identities, imagery, and additional details remain confidential under NDA.

UE5VR/XR SimulationDefense M&SEnvironment Art

Capabilities

Support for the systems, workflows, and performance behind your Unreal Engine project.

01

Technical Direction & Pipeline Architecture

Establish production workflows, technical standards, tools, documentation, and review processes for distributed teams.

02

Technical Art, Shaders & Materials

Develop shaders, material systems, editor utilities, and procedural tools that support visual quality and efficient production.

03

Real-Time Optimization

Identify performance bottlenecks and optimize geometry, materials, draw calls, streaming, memory, and frame time.

04

Digital Twins, Large Worlds & GIS

Build large-scale environments using geographic reference, building metadata, and live information sources.

05

Automotive & Vehicle Systems

Develop vehicle dynamics, materials, camera systems, and interactive vehicle experiences in Unreal Engine.

06

Multiplayer, Simulation & XR

Develop networked interactions, matchmaking, and real-time interactive systems, with experience creating VR training environments.

From Visual Target
to Working System

Roberto Filip

Hands-on development. Experienced production leadership.

I'm Roberto Filip, a Technical Director and Technical Artist based in Romania, with 13+ years of experience.

My work combines hands-on Unreal Engine development with production leadership: building environments, shaders, tools, and interactive systems, while establishing the workflows, documentation, and quality standards teams need to deliver them.

On the Toronto Waterfront project, my role grew from the first artist and technical contributor to CTO, Technical Director, and Lead Technical Artist.

Technical Direction Technical Art Unreal Engine Real-Time Optimization Digital Twins & GIS Automotive & Vehicle Systems Simulation & XR Shaders & Materials Multiplayer Systems

Selected Experience

2019 to Present
Founder / Technical Director
Joace SRL
2020 to 2023
CTO / Technical Director / Lead Technical Artist
3D CityScapes / MetaScapes3D
2019 to 2020
Technical Artist / Environment Artist
C3 Studio
2013 to 2019
Independent Environment Artist / Technical Artist
Self-Employed

What Collaborators Say

I've had the pleasure of working with Roberto on multiple projects. He's an outstanding technical artist who produces beautiful work. He also functions very much like a lead artist, always coming up with solutions to problems. He's become an invaluable freelancer to me and my team.
TK
Tristan King
Art Director / Head of Creative - Lucasfilm, DNEG, Sony, Netflix
Full Letter · PDF ↗
Roberto brings a rare blend of deep technical knowledge, optimization expertise, procedural workflow development, top-tier artistic capability, and team leadership that is extremely difficult to find in today's real-time 3D industry.
JB
James Borst
Founder & CEO - MetaScapes3D (formerly 3D CityScapes)
Roberto was excellent to work with. Not only did he fully understand the project with little assistance, he went the extra mile in terms of looking for opportunities to improve and optimize the content. Thoughtful work like that can't be taught, it's a character trait that will benefit any project.
TL
Technical Lead
Client Confidential
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Discuss Your
Unreal Engine Project

Need technical direction, technical art, production tools, optimization, or hands-on Unreal Engine development? Tell me what you're building and where you need support.

Include your project's current stage, target platform, timeline, and the work you'd like me to take on.

contact@robertofilip.com