I’m Andrey Shcherbin, a technical director and multidisciplinary 3D/VFX artist focused on real-time pipelines, Houdini and Unreal Engine, and virtual production workflows. Over the past 10+ years, I’ve led and built cinematic real-time content, interactive MR/VR experiences, digital twins, procedural systems, simulations, and XR-ready visualization tools. I enjoy bridging artistic intent with production-grade engineering—developing custom tools and C++/Unreal systems, optimizing performance for large live events and enterprise reviews, and troubleshooting hard technical challenges end to end. From Niagara/DMX lighting and photoreal automotive twins to venue-scale VFX and interactive spatial apps, I help teams deliver polished, scalable, high-performance visual systems.…

Andrey Shcherbin

I’m Andrey Shcherbin, a technical director and multidisciplinary 3D/VFX artist focused on real-time pipelines, Houdini and Unreal Engine, and virtual production workflows. Over the past 10+ years, I’ve led and built cinematic real-time content, interactive MR/VR experiences, digital twins, procedural systems, simulations, and XR-ready visualization tools. I enjoy bridging artistic intent with production-grade engineering—developing custom tools and C++/Unreal systems, optimizing performance for large live events and enterprise reviews, and troubleshooting hard technical challenges end to end. From Niagara/DMX lighting and photoreal automotive twins to venue-scale VFX and interactive spatial apps, I help teams deliver polished, scalable, high-performance visual systems.…

Available to hire

I’m Andrey Shcherbin, a technical director and multidisciplinary 3D/VFX artist focused on real-time pipelines, Houdini and Unreal Engine, and virtual production workflows. Over the past 10+ years, I’ve led and built cinematic real-time content, interactive MR/VR experiences, digital twins, procedural systems, simulations, and XR-ready visualization tools.

I enjoy bridging artistic intent with production-grade engineering—developing custom tools and C++/Unreal systems, optimizing performance for large live events and enterprise reviews, and troubleshooting hard technical challenges end to end. From Niagara/DMX lighting and photoreal automotive twins to venue-scale VFX and interactive spatial apps, I help teams deliver polished, scalable, high-performance visual systems.

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Language

English
Fluent
Spanish; Castilian
Intermediate

Work Experience

Procedural Visualizations & Simulations Systems Designer at GRIDtRAVELER Labs
July 1, 2025 - August 31, 2026
Built a prototype real-time spatial visualization app for cue-based scenario control, media playback, and interactive environment switching. Developed Unreal Engine-based workflows connecting live media, spatial design, procedural systems, and presentation-ready visualizations. Continued R&D on rigid body simulations, liquid simulations, and controllable procedural systems/environments in Houdini and Unreal Engine.
Unreal Engine Tech Lead / Niagara VFX Designer at Deloitte Sphere
July 1, 2024 - December 31, 2024
Designed mission-critical Niagara VFX for Deloitte’s flagship Sphere event—real-time storytelling for 20,000+ attendees and 5M+ virtual viewers. Built C++ procedural DMX lighting systems and engineered GPU-optimized parameter interfaces for non-technical teams, cutting VFX iteration time by 55%.
Real-Time 3D Automotive Visualization Engineer at Volvo Group
July 1, 2024 - July 31, 2025
Built photorealistic vehicle digital twins and multi-user VR design review environments. Developed interactive MR/VR apps in OpenXR C++ for Varjo XR-4 with ultraleap hand tracking. Pioneered real-time rendering and optimization strategies to enable faster, more collaborative early design validation.
Unreal Engine / Cinema 4D VFX Generalist at Xite Labs
July 1, 2023 - February 29, 2024
Designed real-time VFX, environments, lighting, and motion design for large-scale live events including Hilton CES keynote, Walmart, and Formula E.
Unreal Engine Technical Lead Artist at Possible Worlds (League of Legends / Riot)
July 1, 2023 - January 31, 2024
Built Niagara VFX and performant custom shaders for mixed-reality adaptation in large-scale live TV production.
Unreal Engine Tech Lead / Real-Time VFX Designer at Raw Cereal
December 1, 2022 - March 31, 2024
Developed C++ interactive Unreal Engine environments and sound-reactive Niagara systems for Morgan Wallen world-tour stage LED volume effects. Integrated work with Disguise for real-time production workflows.
Sr. Environment Artist / Virtual Production Generalist at The Weather Channel
July 1, 2022 - March 31, 2023
Modeled, dressed, and lit real-time worlds for 24/7 immersive virtual weather broadcasting at maximum visual fidelity using Unreal Engine 5.
Generalist Character, Animation, VFX & Simulation at Katy Perry PLAY (Las Vegas)
October 1, 2021 - December 31, 2021
Produced IMAX-scale visuals including character/mocap setup, grooming, cloth/soft body simulations, Niagara FX, cinematic lighting, and hundreds of tuned camera shots delivered via Movie Render Queue.
VR Technical Artist / Software Architect at Duke Energy & BSI Solutions
August 1, 2018 - October 31, 2021
Architected performant AR/VR training and education apps in Unreal and Unity for Quest, Pico, Vive, and Rift. Optimized assets, shaders, and interaction logic; implemented Blueprint-driven systems for mobile headset framerates.

Education

B.S. Computer Information Systems at Emporia State University
January 1, 2020 - January 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Software & Internet, Computers & Electronics