Senior Technical Artist
Wave Platform
Platform for rapid live show creation
Project Type
Show Creation Platform
Release Date
Unreleased (Development ended late 2025)
The Wave Platform was the culmination of years of experience that Wave had putting on virtual concerts, into a full package to creating shows in a rapid way without sacrificing quality or control.
I owned a wide swathe of aspects, including but not limited to:
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Creating majority of custom actors that allowed for dynamic control for VFX, meshes, lights, and post procs
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Developing roadmap and tools for the creation interface used to both put together and perform shows live
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System for modularly creating characters using reusable parts
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Guiding workflows for creation of Materials and VFX
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Contributed to system for generating skeletal based VFX and materials based on user energy levels
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Ensuring maximal performance on both PC and mobile VR, with a minimum target of 72fps
Results, Impact, & Takeaways
Performance Optimization
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Led platform-wide performance strategy to ensure optimal experiences for both show creators and show attendees:
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We achieved a baseline performance of 72 FPS in Mobile VR with dynamic lighting, multiple fully featured characters, time synced visual effects, and post processing.
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Maintained 60FPS for PC show controllers, while supporting major fidelity boosts, like SSS on characters, Lumen GI, and more.
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Advocated analysis-driven optimizations, to correct default assumption that we were always GPU bound on Mobile VR hardware.
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Leveraged many tools including Unreal Insights to diagnose CPU issues and validate gains with real data.
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Reduced character animation CPU costs by on average 50% on device:
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Shifted modular avatar logic from Blueprints and Tick over to C++ where possible.
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Refactored our Animation Blueprints to use thread safe runtime updates.
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Converted our runtime color modification of avatars from constant polling to event-driven updates.
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Feature Development
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Served as the Product Owner to our show creation tools:
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Transformed our approach to building shows, which improved velocity from taking weeks or months to build a show, down to a matter of minutes- using robust library access and live configuration of shows on the fly.
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Maintained roadmap of future improvements to the tools through continuous course correction and team feedback
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Built core show systems we used, from prototype to production:
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A modular performer avatar framework that enabled rapid configuration by our character team
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A user movement driven VFX system emitting particles from attendee skeletal meshes, with cross-user intractability
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Mentorship
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Onboarded and guided Artists and other Technical Artists, introducing them to our many tools and complex tech stack
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Served as direct report for several TAs throughout the project, as both a team lead and on a personal 1:1 level














