Simulation and digital twins
Real environments rebuilt in Unreal or Omniverse, wired to live sensor data. City models, sail races, virtual sensors, autonomous vehicles and the infrastructure around them.
- Unreal Engine
- Omniverse
- C++
- Python
Real-time simulation, digital twins, and the pipelines that keep them fed. Unreal Engine since 2014, consulting under my own name since 2023.
Ten years of building interactive systems, then three as an independent consultant across four studios and OEM design teams.
Real environments rebuilt in Unreal or Omniverse, wired to live sensor data. City models, sail races, virtual sensors, autonomous vehicles and the infrastructure around them.
Interface work for vehicle teams, tested inside a simulated environment before hardware exists. Scenarios drive the system, reactions get recorded, the loop closes in days instead of months.
Procedural environments that annotate themselves. Tile-based cityscapes populated with traffic and pedestrians, rendered to per-pixel segmentation under varying weather and light.
The unglamorous layer that decides whether a studio ships. CGI pipeline automation, configurator builds, asset scripts, and the web platforms that sit on top.
This work was delivered while working at Engage Studios.
The race course rebuilt in Unreal, with sensors on boats, buoys, and shore streaming live position data into it. I wrote the Android trackers, defined the packet protocol, turned telemetry into boat behaviour, and built the control UI.
Unreal Engine · Android / Java · UDP protocols
Six road tile types, combined by script into whole cities, then filled with buildings, foliage, pedestrians, bikes, and traffic. Every asset labelled in engine, so postprocess shaders rendered perfect per-pixel segmentation next to the RGB frame.
Unreal Engine · C++ · procedural generation
With the University of Borås, an evaluation of Isaac Sim for cloth. A colleague ran the learning modules, I built the simulation side and the API that let the algorithm drive a robot arm picking up cloth, then ran it until the policy improved.
Post and video ↗ Nvidia Omniverse · Isaac Sim · PythonA research project testing what a city actually gets from its digital twin. Three pilots: flood simulation data made readable, pedestrian congestion under different bus stop layouts, and the skyline impact of proposed buildings on protected views.
Project site ↗ Unreal Engine · city digital twin · interactive toolingA simulated environment for developing and testing a client's HMI system. Operators defined scenarios and behaviours, the simulation exposed metadata their system reacted to, and every response got recorded for evaluation. Iteration loops that used to take weeks closed in days.
Client confidential · no imagery publishedA web-based 3D configurator for a client's e-commerce platform, built with one of our designers, and a training tool educators reconfigure themselves at runtime through metadata in the package.
Project page ↗ Unreal Engine · React · WebGLNine years inside one studio, then independent since 2023.
Combining the virtual and the real world allows for, and requires, innovation, organization, and optimization. All three are why the work still holds my attention after a decade.
I started in electronic engineering, and the hardware side never left me. When a model has to agree with a sensor, a vehicle, or a city, it helps to understand both the software and the thing it is talking to.
I work at the edge where the old meets the new, because that combination is what makes fast, iterative development possible against tomorrow's problems.
Unreal and C++ carry most of the work. The rest gets picked up when a project needs it.
Send a paragraph about the problem. You get a straight answer on whether I am the right person for it.