Real-Time Artist · Previs · Postvis · Unreal TD · Generalist
London · Available for hire
A Real-Time Artist working across film, TV and games — Unreal Engine 5, on-set capture and VFX.
How I work
A behind-the-scenes look at how each cinematic was built — the thinking, the tools and the technical decisions that made each sequence work.
Breakdown 01
Recreating the vast, hostile desert environment of Arrakis inside Unreal Engine 5 — focusing on scale, atmosphere and the characteristic golden haze of the source material.
Breakdown 02
A neo-noir cityscape built in UE5 — capturing the cold, rain-soaked atmosphere of Blade Runner's dystopian Los Angeles through volumetric lighting, custom neon shaders and dynamic rain FX.
Breakdown 03
Building dread through atmosphere — Alien Us was an exercise in restraint. Dark, claustrophobic environments where lighting and FX do the storytelling, not the geometry.
Breakdown 04
Technical deep-dive into the real-time tools that underpin all the cinematic work — custom materials, Niagara FX systems and Blueprint logic built from scratch in UE5.
Breakdown 05
A procedurally generated forest environment built entirely with UE5's PCG framework — exploring how to create dense, believable natural environments at scale without manual placement.
Breakdown 06
A real-time environment built in Unreal Engine 5 — exploring large-scale landscape design, atmospheric lighting and the kind of environmental storytelling that makes a scene feel lived-in.
What I can offer you
I capture real sets, cast and props on location using LIDAR and photogrammetry, process the data through RealityCapture and rebuild the environment in Unreal Engine 5. Bring in additional assets, light the scene — and you have a real-time environment ready for previs or review, fast.
Real-time VFX built in Niagara, custom shaders and materials in the UE5 Material Editor, Blueprints and PCG environment tools. I build effects and systems that work in-engine — not just look good in a render.
Quick comps and VFX pieces when needed — effects and materials built in Unreal Engine, with compositing experience to support previs and post pipelines.
Production Credits — Real Film & TV
LIDAR Capture Technician
Marvel Studios · 2024Sets · Environments
Capture Technician
HBO · Max Series · 2025Cast · Props
Unreal Engine TD
Amazon MGM Studios · 2026Studio · UE5
Capture Technician
Marvel Studios · Sony PicturesCast
LIDAR Capture Technician
Amazon Prime Video · South Africa · 2024Sets · Environments
LIDAR & Capture Technician
Disney+ · Lucasfilm · 2023Cast · Props
LIDAR Capture Technician
Netflix · 2024Sets · Environments
LIDAR Capture Technician
Netflix · BBC Films · 2023Sets · Environments
LIDAR Capture Technician
Netflix · 2022Sets · Environments
Also: Sonic the Hedgehog 3 and additional productions. Full credits available on request.
Who I am
A Real-Time Artist working across film, TV and games — bridging physical sets and virtual worlds through on-set capture, VFX and Unreal Engine 5. Previs, postvis, Unreal TD and generalist work across the pipeline.
My long-term goal is to become a VFX Supervisor — and I see real-time artistry and on-set experience as the foundation for that path.
Some cinematic projects featured here use freely available community assets from libraries such as Fab, Quixel Megascans and the Unreal Marketplace. My focus in these projects is lighting, atmosphere, camera work, VFX and real-time pipeline — not modelling from scratch. This reflects how real productions work: using the best available resources efficiently to deliver results.
UE5 Cinematic · Fan Project
Desert environment · Atmosphere · Volumetric lighting · Camera animation
UE5 Cinematic · Fan Project
Neon city · Rain FX · Volumetrics · Mood lighting
UE5 Cinematic · Original
Creature atmosphere · Tension · Environmental FX
UE5 · PCG Environment · Original
PCG environment · Volumetric fog · Procedural detail
UE5 · Environment · Original
Landscape · Water · Atmospheric lighting · Real-time
On-set capability
I've carried out LIDAR scanning and photogrammetry on real film productions — capturing sets, environments, vehicles, props and cast on location. That raw data is then processed and cleaned in RealityCapture, polygons optimised, and exported into Blender or Unreal Engine 5 — giving you production-ready assets and a fully navigable virtual set.
Step 01
LIDAR scanning and photogrammetry on location — sets, environments, vehicles, props and cast captured with production-grade precision.
LIDAR · PhotogrammetryStep 02
Raw scan data processed in RealityCapture — point clouds meshed, cleaned, texture-baked and polygon count reduced for real-time use.
RealityCaptureStep 03
Optimised assets exported into Blender for any final cleanup, then brought into Unreal Engine 5 — lit, dressed and ready for real-time use.
Blender · Unreal Engine 5Step 04
Scanned assets placed in UE5 — the real set recreated as a fully navigable virtual environment, lit and populated with scanned cast and props.
UE5 Scene BuildStep 05
Director and DOP explore every shot in real time — every lens, every camera move previsualized with real location data before principal photography.
Previs · Shot ReviewThis is a complete end-to-end pipeline I know from hands-on production experience — from arriving on set with scanning equipment, all the way through to a navigable UE5 scene built from real captured data.
Available for hire — London
"From scanning the set to the DOP seeing their shot — I cover the whole pipeline."
Get in touch →Available for hire
Open to freelance, contract and full-time — film, VFX and games.
poelias117@gmail.com