I had the opportunity to work with a fantastically involved team at the Film University Babelsberg on a short-film fantasy Blockbuster, starring acclaimed german actor Christoph Maria Herbst. I came into the team in the late post-processing stage and was put in charge of a small Team to implement a few outdoor scenes in Unreal. As the technical director I was in charge of pipeline and devops, managing and assisting, sometimes teaching Unreal Engine 5 fundamentals. I implemented an improved camera dolly supporting roll based on curve steepness. Procedural meshes. An automatic building assembler for a procedural city, which baked the actors so that artists could fine-tune their look. I worked on shaders, materials and vfx for the environmental look. Optimized geometry. Implemented a cloud transition to circumvent the technical limitations of unreals cloud system. I directed lighting strikes, hacked the weather system for film production. I built a scene manager as an abstraction for the many overlapping actors inside the map that needed to be reused for different scenes. I established a render pipeline and spend countless ours supporting and fixing technical issues along the way.