Working primarily in Unreal Engine, I've created environments for feature film, television and virtual production, contributing across the production process from early development and previs through to final pixel.
My work combines the artistic side of 3D—environment creation, lighting, materials, composition and world building—with the technical demands of realtime production, including optimisation, rendering, pipeline development and delivery into traditional VFX workflows.
I enjoy working across both sides of that equation: creating strong imagery while understanding the technology and workflows required to make it work in production.
Expertise
Environment Art · Environment Design · World Building · Lighting · Look Development · Materials & Shaders · Composition · Sequencer · Rendering · Virtual Production · Technical Art · Blueprints · Performance Optimisation · Pipeline Development · Render-to-VFX
Lead Unreal Generalist · Liberty Films
One of the industry's first feature-length animated films produced entirely in Unreal Engine.
Working across environment creation, lighting, render technology, shader development and production workflows, I helped support the delivery of more than 1,400 CG shots across over 30 Unreal Engine environments, while contributing to the tools and rendering solutions required by the wider VFX pipeline.
Art Lead · Dimension Studio
Led environment creation across several virtual production sets including the Mayan Village, Arctic Tundra, Harlem Rooftop, Harlem Docks and Fortress of Darkness.
The role covered the journey from previs layout through to final LED pixel, including lighting design, foliage, landscape materials, DMP and 2.5D work, Sequencer animation and team leadership.
Content Supervisor · Dimension Studio
Supervised realtime content for Robert Zemeckis' Here, creating the photoreal virtual environments seen beyond the windows of the house.
The work combined environment development with technical systems controlling vehicle physics and animation, weather and seasonal changes, alongside lighting, shading, PCG, foliage and post-vis rendering from Unreal into VFX.
Senior Realtime Artist · Dimension Studio
Senior Realtime Artist in development of multiple virtual production environments for Netflix's live-action adaptation, taking projects from previs through to final LED pixel while balancing artistic quality with the performance requirements of realtime production.
My work included layout, Blueprint assembly, shader development, lighting, performance optimisation and QA, alongside leading teams and liaising with production.
Realtime Lead - Dimension Studio
Led realtime content for Tin Soldier, developing full-CG environments in Unreal Engine for final rendering into the traditional VFX pipeline.
The work covered the journey from previs through to final rendered pixel, including lighting and animation leadership as well as the development of in-house tools and workflows for producing the AOVs and render passes required by VFX.
More than 30 CG shots were ultimately delivered from Unreal into compositing.

Senior Realtime Artist · Red Knuckles
Environment design from previs through to final for two animated short-form productions. Asset creation, modelling, texturing, shaders and Unreal to VFX rendering workflows.

Senior Unreal Generalist
Dimension Studio
Senior Unreal Generalist, focusing on environment lighting, FX and final polish for the feature film White Mars.
Copyright © 2026 Mr. Meen - All Rights Reserved.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.