Visualization Expert & Real-Time 3D Technical Leader with 25+ years delivering high-fidelity immersive experiences, digital twins, and enterprise-grade data-driven 3D solutions. I build and scale real-time visualization pipelines in Unity and Unreal Engine, optimizing performance for photorealistic environments and translating complex technical needs into compelling visual outcomes. I’ve led cross-functional teams and scaled XR/real-time visualization practices from the ground up, including $210M+ in delivery across government and enterprise clients. My work spans Unity/Unreal production, lidar/point-cloud integration, combat VFX and lighting, and establishing standards that improve consistency, velocity, and scalability across distributed teams.

Jonathan Price

Visualization Expert & Real-Time 3D Technical Leader with 25+ years delivering high-fidelity immersive experiences, digital twins, and enterprise-grade data-driven 3D solutions. I build and scale real-time visualization pipelines in Unity and Unreal Engine, optimizing performance for photorealistic environments and translating complex technical needs into compelling visual outcomes. I’ve led cross-functional teams and scaled XR/real-time visualization practices from the ground up, including $210M+ in delivery across government and enterprise clients. My work spans Unity/Unreal production, lidar/point-cloud integration, combat VFX and lighting, and establishing standards that improve consistency, velocity, and scalability across distributed teams.

Available to hire

Visualization Expert & Real-Time 3D Technical Leader with 25+ years delivering high-fidelity immersive experiences, digital twins, and enterprise-grade data-driven 3D solutions. I build and scale real-time visualization pipelines in Unity and Unreal Engine, optimizing performance for photorealistic environments and translating complex technical needs into compelling visual outcomes.

I’ve led cross-functional teams and scaled XR/real-time visualization practices from the ground up, including $210M+ in delivery across government and enterprise clients. My work spans Unity/Unreal production, lidar/point-cloud integration, combat VFX and lighting, and establishing standards that improve consistency, velocity, and scalability across distributed teams.

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Work Experience

Art Director at Digital Insight Games
August 1, 2024 - April 30, 2026
Served as Art Director for 'Cloud Castles Battlegrounds' in Unreal Engine 5 within a streamlined team. Managed and mentored a junior artist and directed vendor outsourcing to increase output and visual fidelity. Developed a modular combat VFX workflow using multiple Niagara systems to assemble hundreds of unique effects from reusable components, improving scale beyond staffing constraints. Hands-on ownership of combat VFX, UI content, level lighting, 3D modeling, texturing, and sculpting. Responsible for art optimization, reducing CPU usage to resolve performance bottlenecks and deliver a reported 15–25 FPS improvement.
Global XR Art Lead and Manager at Accenture
January 1, 2015 - November 30, 2023
Built and scaled Accenture’s Global XR and Real-Time Visualization practice from the ground up, delivering $210M+ in enterprise and government visualization projects. Led high-fidelity digital twins, interactive photoreal environments, and architectural and immersive data visualizations, including defense-related work through Accenture Federal Services. Designed and implemented real-time 3D visualization pipelines in Unity and Unreal Engine integrating lidar scans, point clouds, and complex asset workflows for training simulations and client presentations. Co-developed and rolled out a content creation standards bible with discipline leads to standardize practices and increase velocity and consistency. Partnered with engineering and delivery leadership through daily standups and weekly syncs to reduce friction and improve collaboration. Established production standards and asset libraries and mentored visualization artists and technical specialists to drive adoption of real-time rend
3D Artist, Virtual Reality Specialist at Chaotic Moon Studios
April 1, 2013 - January 31, 2015
Created all 3D art and VFX for VR/AR/MR projects and 3D printing, helping establish new capability and drive additional client work. Developed new game-engine solutions for interactive data experiences for clients including Conoco Philips and Disney. Transitioned focus to client VR/AR solutions and apps, creating asymmetric XR experiences for Oculus prior to consumer availability by combining Leap Motion Controller and multi-user setups with different input devices (e.g., iPad), contributing to the formation of a dedicated XR team.
Senior Environment Artist at Disney Interactive/Junction Point Studios (Epic Mickey)
March 1, 2009 - March 31, 2013
Designed and created multiple levels in partnership with designers, balancing creative direction with feasible scope. Worked with vendors to intake, polish, and implement outsourced art assets. Researched and implemented inclusion of Disney IP, merchandise, and park attraction elements into level art and design. Completed final technical polish on multiple levels including hand-matched vertex normal passes and collision.
Principal Artist: Epic Mickey The Power of Two at Disney Interactive/Junction Point Studios
March 1, 2009 - March 31, 2013
Created prototype environments and established art direction/style and pipelines for Epic Mickey 2, a multiplatform title leveraging Disney’s IP. Owned art outsourcing process including requirements documentation, delivery schedules, and art direction alignment to the product roadmap. Initiated training programs to normalize art development processes across internal teams and external outsource vendors. Collaborated with technology stakeholders to develop documented, scalable art development toolsets and pipelines. Managed and mentored internal art team with standups and 1:1s, maintaining quality and coordinating with tech art to address environment art production challenges.
Senior Environment Artist on Tabula Rasa MMORPG at NCsoft
June 1, 2002 - November 30, 2008
Developed modular environment art sets and mentored outsourcing partners while maintaining game performance and efficiency. Performed multiple roles including character animation, environmental VFX production, and SFX integrations across art content to reduce asset passing between disciplines. Modeled and textured large environment buildings, structures, and props.

Education

Add your educational history here.

Qualifications

CAC card / SF-86 processing (DoD-related clearance process)
January 11, 2030 - July 28, 2026

Industry Experience

Gaming, Government, Professional Services, Media & Entertainment, Computers & Electronics, Software & Internet