Unreal Engine Technical Director and Technical Artist delivering high-fidelity environments, scalable pipelines, interactive systems, and optimized real-time experiences across games, automotive, digital twins, simulation, and defense.
Trusted by teams at
Virgin Hyperloop · CBRE · BIG · Rogers · OPPO · Tridel
Selected case studies demonstrating technical direction, hands-on execution, scalable production systems, and real-time delivery.
A high-fidelity, cloud-streamed recreation of approximately 2 km² of Toronto at 1:1 scale. I established the technical-art pipeline, rendering systems, production tools, optimization strategy, and quality standards used by 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.
Hands-on technical direction and execution for complex real-time projects, from production foundations to final performance.
Define technical strategy, production standards, tools, documentation, QA, and workflows that help distributed teams deliver consistently.
Build scalable material systems, shaders, editor utilities, procedural tools, and visual workflows that carry quality without excessive content cost.
Profile and improve large real-time scenes across geometry, materials, draw calls, streaming, memory, and frame time.
Create 1:1 environments that combine hand-built content, geographic context, real metadata, and live-data integrations.
Build vehicle dynamics, materials, interaction, and real-time presentation systems for games and automotive applications.
Implement networked interactions, matchmaking, VR training environments, and real-time simulations designed around operational constraints.
I'm Roberto Filip, a hands-on Technical Director and Technical Artist based in Romania. For 13+ years, I have built Unreal Engine environments, rendering systems, pipelines, tools, and interactive experiences across games, automotive, digital twins, visualization, simulation, and defense.
My work spans shader architecture, procedural workflows, optimization, multiplayer, large-world production, team leadership, documentation, QA, and delivery. I can move from a visual target to the systems and standards required to build it at production scale.
I work with studios and companies that need hands-on technical direction, technical art, pipeline development, optimization, or focused Unreal Engine execution.