Roberto F.
Unreal Engine Technical Director | PCG, Simulation & Optimization
I help studios and companies build Unreal Engine worlds, tools and interactive systems that look right and run well, either hands-on or as technical director. I have 13+ years in real-time 3D and 100% Job Success. My most recent long-term role was CTO, Technical Director and Lead Technical Artist on the Toronto Waterfront Digital Twin. I joined as the first artist and grew into leading a distributed team of 20–25 people. Epic Games' enterprise team reviewed the project for a possible showcase. SELECTED WORK • Toronto Waterfront Digital Twin. A 1:1, ~2 km² city in UE5, streamed to the browser. I built the shader-driven facade system and all materials and lighting, plus Houdini tools for infrastructure. The scene integrates Cesium 3D Tiles, building data from Toronto Open Data, live traffic cameras and real-time weather. I also set the modeling standards, tools and QA for the whole team. • World of Drift. My own UE5 drift simulator, built solo. It has custom vehicle physics and force feedback, PlayFab matchmaking and lobbies, zone-based battle scoring, a 5-camera replay system, MetaSounds audio and procedural track-generation tools. • Scan-to-Life. A live installation where children colour drawings on paper, scan them and watch them come alive in UE5. It handles QR-based alignment, runtime texture processing and 50 animated actors with custom AI, at 140 FPS with 20 creatures on a gaming laptop. It's been deployed at a major retail venue and at public events. • Defense VR training (NDA). Performance-focused VR environments, including a full-scale hangar and a C-130J aircraft interior. • CES keynote cinematics. UE5.5 cinematic shots of futuristic cities and automotive technology. • Interior Cubemap System. My parallax interior shader for UE5, available on Fab. HOW I CAN HELP • Unreal Engine technical direction, project architecture and pipeline setup • Technical art: shaders, materials, lighting and editor tools • Performance optimization: draw calls, streaming, memory and frame time • Digital twins, large worlds and GIS (Cesium, World Partition, Nanite, Lumen) • Automotive visualization and vehicle systems • Multiplayer (PlayFab), simulation and VR training • Interactive installations and real-time cinematics • PCG and procedural tools, including Houdini Engine • Documentation, onboarding and QA for distributed teams I work mainly in Blueprints, PCG, rendering and technical art, and use C++ where a project needs it. I contract through my EU-registered company, I'm NDA-friendly, and I've spent 3+ years working with teams across US, Canadian and UK time zones. Send me your project's current stage, target platform and timeline, and tell me where you need support.
Earnings and projects
Last 6 months ÷ 6
Last 6 months: $23k
Billed in all: $67,046$67k
$4.6k in the last 6 months
Earnings, last 30 days
Skill rankings: #1 in 1 skill of 17
Rarest: top 1% in Substance Painter, of 1,007. Ranked by MRR among everyone on Upwork with the skill.
- High-Level Shading Language16 freelancers · 🇷🇴 #1Top 6%🇷🇴#1 of 1
- 3D Vehicle Modeling124 freelancers · 🇷🇴 #1Top 2%🇷🇴#1 of 1
- #4Substance Designer151 freelancers · 🇷🇴 #1Top 3%🇷🇴#1 of 3
- #4Game Engine122 freelancers · 🇷🇴 #1Top 3%🇷🇴#1 of 3
- #8Game Background & Environment233 freelancers · 🇷🇴 #1Top 3%🇷🇴#1 of 2
- #9Houdini266 freelancers · 🇷🇴 #1Top 3%🇷🇴#1 of 3
- #10Level Design338 freelancers · 🇷🇴 #1Top 3%🇷🇴#1 of 3
- #10Online Multiplayer281 freelancers · 🇷🇴 #1Top 4%🇷🇴#1 of 3