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.
Trusted by teams at
Virgin Hyperloop · CBRE · BIG · Rogers · OPPO · Tridel
Explore the projects, my responsibilities, and the technical decisions behind the work.
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.
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.
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.
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.
Support for the systems, workflows, and performance behind your Unreal Engine project.
Establish production workflows, technical standards, tools, documentation, and review processes for distributed teams.
Develop shaders, material systems, editor utilities, and procedural tools that support visual quality and efficient production.
Identify performance bottlenecks and optimize geometry, materials, draw calls, streaming, memory, and frame time.
Build large-scale environments using geographic reference, building metadata, and live information sources.
Develop vehicle dynamics, materials, camera systems, and interactive vehicle experiences in Unreal Engine.
Develop networked interactions, matchmaking, and real-time interactive systems, with experience creating VR training environments.
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.
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