Jake Martin
Xr / Realtime / game dev
Summary
Technical Director / Virtual Production Leader with 15+ years of experience driving real-time pipelines, Unreal Engine adoption, and cross-functional team leadership across film, VFX, and interactive media.
Proven track record of scaling production from single-project workflows to multi-project delivery, reducing production timelines by up to 50% and costs by 20%, while driving 40% revenue growth.
Led real-time initiatives for global brands including Google, Apple, Procter & Gamble, and Hugo Boss, and contributed to major films such as Ferdinand and Spies in Disguise.
Experience in building high-performance teams, developing production pipelines, and enabling creative innovation through real-time technologies.
TITLES COMPLETED:
- Moon Base Alpha published on Steam for PC
- Monster Madness: Battle for Suburbia published by South Peak Interactive for PS3, Xbox 360, PC
- Hilton: Ultimate Team Play contract project for PSP
MOVIES COMPLETED:
- Ferdinand -2017
- Spies in Disguise – 2019
ADVERTISING PROJECTS:
- EA FC24 Announce Trailer – 2023
- Fortnite – Giannis Icon Series Announce – 2022
- Delta X Starbucks – 2022
- GMC Sierra – 2022
- Rocket League Sideswipe -2021
- Pentakill: Lost Chapter – 2021
PROFESSIONAL EXPERIENCE
Technical Director – Virtual Production, Shutterstock Studios 2023 to 2026
- Led cross-functional teams of 4–10 artists, engineers, and production staff across 2 concurrent virtual production projects per month, doubling studio throughput from 1 to 2 projects/month.
- Designed and implemented a full real-time Unreal Engine pipeline for VFX and virtual production, reducing production timelines from 4 weeks to as low as 2–3 weeks and cutting production costs by ~20%.
- Drove 40% revenue growth over two years by enabling scalable delivery, increasing project capacity, and expanding virtual production capabilities.
- Delivered virtual production solutions for enterprise clients including Google, Apple, Procter & Gamble, Reckitt, and Hugo Boss, serving as the exclusive virtual production provider for Reckitt.
- Partnered with executive leadership to align production strategy, resourcing, and roadmaps with business objectives, ensuring efficient execution across multiple high-profile engagements.
- Established production frameworks, communication models, and tracking systems that improved cross-team visibility, accountability, and delivery predictability.
- Mentored and scaled team capabilities in Unreal Engine and real-time workflows, enabling consistent high-performance delivery in fast-paced production environments.
Realtime Supervisor, The Mill NY 2021 to 2023
- Led teams of 10–15 VFX artists and engineers across advertising, live events, and mobile projects, ensuring high-quality delivery under tight timelines.
- Optimized and scaled real-time production pipelines, significantly improving delivery speed and operational efficiency across projects.
- Drove adoption of Unreal Engine to ~90% of project workstreams, transforming the studio’s approach to real-time rendering and production.
- Reduced production timelines through pipeline improvements and workflow optimization, enabling faster turnaround and increased project capacity.
- Acted as primary liaison between clients, production, and technical teams, ensuring alignment, clear communication, and successful project outcomes.
- Managed budgets, timelines, and resource allocation, improving cost efficiency while maintaining high creative and technical standards.
- Contributed to project bidding and scoping, providing expertise in Unreal and real-time workflows to secure new business opportunities.
- Integrated real-time rendering into traditional VFX pipelines, enhancing visual quality while improving production efficiency.
VR Technical Director, Blue Sky Studios 2016 to 2021
- Led a team of ~15 artists and engineers to develop real-time and VR tools supporting film production workflows.
- Designed and built camera and pre-production tools in Unreal Engine used by Layout, Story, and Directors, enabling faster creative iteration and decision-making.
- Increased iteration speed in pre-production and storyboarding, allowing creative teams to explore more ideas earlier in the pipeline and reduce downstream production friction.
- Contributed to major animated films including Ferdinand (2017) and Spies in Disguise (2019) by integrating real-time workflows into the production process.
- Drove studio-wide adoption of Unreal Engine and real-time technologies, introducing artists and filmmakers to new workflows that expanded creative capabilities.
- Mentored artists and designers in Unreal, VR tools (Quill, Tilt Brush, Medium), and real-time techniques, building long-term internal capability in emerging technologies.
- Conducted ongoing R&D into emerging tools and workflows, ensuring the studio remained competitive and forward-looking in real-time production innovation.
Lead Unreal Developer, Havas Health Worldwide 2015 to 2016
- Led development of interactive VR experiences in Unreal Engine 4 using Oculus Rift, delivering immersive applications for client engagements.
- Designed and implemented user experiences and gameplay systems, ensuring intuitive interaction and high-quality real-time performance.
- Served as a key liaison between clients, creative, and technical teams, influencing project scope, technical approach, and production strategy.
- Managed end-to-end production lifecycle from concept through delivery, ensuring alignment on timelines, quality, and client expectations.
Adjunct Lecturer Game Design, NYC College of Technology 2014 to 2016
- Delivered instruction in game design and development fundamentals, covering level design, production workflows, and interactive systems.
- Taught industry-standard tools including Unity and Unreal Engine, preparing students for real-time development roles.
- Mentored students on best practices in game production, design thinking, and technical execution.
Game / Level Designer, Virtual Heroes 2007 to 2011
- Designed and prototyped level layouts, gameplay systems, and interactive mechanics for serious games and training applications.
- Scripted in-game events and interactions, ensuring cohesive player experience and functional gameplay systems.
- Managed asset pipelines and database integrity, maintaining consistency with internal production standards.
- Contributed to game design and quality ownership within the level design department, ensuring high standards across deliverables.
- Supported production planning, risk assessment, and process development, improving team efficiency and delivery reliability.
- Created promotional and presentation materials for internal and external stakeholders.
- Participated in team leadership activities, including performance evaluations and hiring support.
Level Designer, Artificial Studios 2006 to 2007
- Designed, built, and maintained single-player and multiplayer levels, balancing gameplay, progression, and player experience.
- Developed and iterated on missions and level content in collaboration with cross-functional design teams.
- Organized and conducted internal and external playtesting, incorporating feedback to refine gameplay quality.
- Implemented level elements including art, audio, and gameplay systems, ensuring cohesive and polished experiences.
EDUCATION:
B.S. in Computer Animation, Full Sail University at Orlando, Orlando, FL 2006