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

Scroll to Top