Roberto F.
Unreal Engine Technical Director | PCG, Simulation & Optimization
I’m an Unreal Engine Technical Director and Technical Artist with 13+ years of hands-on experience building real-time systems, production pipelines, and optimized interactive environments. My work spans digital twins, automotive and vehicle simulation, defense training environments, games, and public interactive installations. Selected technical work: • Toronto Waterfront Digital Twin: A 2 km², 1:1 UE5 environment integrated with Cesium geospatial data, traffic feeds, and real-world building metadata. • World of Drift: An independently developed UE5 drift simulator featuring custom vehicle physics, PlayFab multiplayer with matchmaking, advanced scoring and replay systems, force-feedback support, and procedural track-building tools. • Scan-to-Life: A live interactive installation using QR-based scanning, runtime texture processing, persistent actor data, and custom navigation behavior. The production system supports up to 50 actors and reached 140 FPS with 20 animated actors active on the deployment laptop. I can help with: • Unreal Engine technical direction and project architecture • PCG tools and large-scale environment pipelines • Blueprint gameplay and simulation systems • Automotive visualization and vehicle systems • Shaders, materials, lighting, and performance optimization • PlayFab multiplayer integration and matchmaking • Technical documentation, onboarding, QA, and distributed production workflows My work is primarily hands-on in Blueprint visual scripting, PCG, rendering, and technical-art systems, with targeted C++ integration where required. Available for long-term contracts and milestone-based Unreal Engine engagements.