Versatile and results-driven Technical Artist with more than 15 years of experience spanning feature film, virtual production, video games, real-time rendering, motion capture, and digital content creation. Proven ability to bridge the gap between art and technology while supporting cross-functional teams in fast-paced production environments. Experienced in Unreal Engine, Autodesk Maya, MotionBuilder, Substance Painter, and a wide range of production and pipeline tools. Strong background in technical troubleshooting, workflow automation, motion capture operations, rendering, asset creation, and quality assurance. Recognized for improving production efficiency, solving complex technical issues, and delivering high-quality content across interactive entertainment and cinematic projects. Contributed to major productions including Avatar: Fire and Ash, Army of the Dead VR Experience, LEGO Hidden Side, and numerous immersive experiences and cinematic projects. Throughout his career, Eric has held roles encompassing Technical Artist, Sequence Turnover Artist, Motion Capture Technician, Stage Manager, Render Wrangler, Pipeline Assistant, QA Analyst, Modeler, Texture Artist, and Virtual Production Specialist. His broad skill set and collaborative approach have enabled him to work effectively within both large-scale studio productions and smaller agile teams.…

Eric J. Juneau

Versatile and results-driven Technical Artist with more than 15 years of experience spanning feature film, virtual production, video games, real-time rendering, motion capture, and digital content creation. Proven ability to bridge the gap between art and technology while supporting cross-functional teams in fast-paced production environments. Experienced in Unreal Engine, Autodesk Maya, MotionBuilder, Substance Painter, and a wide range of production and pipeline tools. Strong background in technical troubleshooting, workflow automation, motion capture operations, rendering, asset creation, and quality assurance. Recognized for improving production efficiency, solving complex technical issues, and delivering high-quality content across interactive entertainment and cinematic projects. Contributed to major productions including Avatar: Fire and Ash, Army of the Dead VR Experience, LEGO Hidden Side, and numerous immersive experiences and cinematic projects. Throughout his career, Eric has held roles encompassing Technical Artist, Sequence Turnover Artist, Motion Capture Technician, Stage Manager, Render Wrangler, Pipeline Assistant, QA Analyst, Modeler, Texture Artist, and Virtual Production Specialist. His broad skill set and collaborative approach have enabled him to work effectively within both large-scale studio productions and smaller agile teams.…

Available to hire

Versatile and results-driven Technical Artist with more than 15 years of experience spanning feature film, virtual production, video games, real-time rendering, motion capture, and digital content creation. Proven ability to bridge the gap between art and technology while supporting cross-functional teams in fast-paced production environments.

Experienced in Unreal Engine, Autodesk Maya, MotionBuilder, Substance Painter, and a wide range of production and pipeline tools. Strong background in technical troubleshooting, workflow automation, motion capture operations, rendering, asset creation, and quality assurance. Recognized for improving production efficiency, solving complex technical issues, and delivering high-quality content across interactive entertainment and cinematic projects.
Contributed to major productions including Avatar: Fire and Ash, Army of the Dead VR Experience, LEGO Hidden Side, and numerous immersive experiences and cinematic projects.

Throughout his career, Eric has held roles encompassing Technical Artist, Sequence Turnover Artist, Motion Capture Technician, Stage Manager, Render Wrangler, Pipeline Assistant, QA Analyst, Modeler, Texture Artist, and Virtual Production Specialist. His broad skill set and collaborative approach have enabled him to work effectively within both large-scale studio productions and smaller agile teams.

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Language

English
Fluent

Work Experience

Unreal Artist at R H (formerly Restoration Hardware)
October 1, 2025 - Present
QA 3D models from outside vendors to ensure compliance with SOP and Unreal specifications before import. Unreal asset creation and produced 4K raytrace renders for vendors to review products on Frame.io.
Lead Technical Artist at Sage Interactive Studios
July 1, 2025 - Present
Environment lighting for videogame cinematic trailers and final rendering using Unreal Engine. Character rigging using mGear and motion capture recording and cleanup for hero and NPC for game demo.
Sequence Turnover Artist at Lightsstorm Entertainment, Inc.
July 1, 2025 - September 12, 2025
Produced previs renders for 600+ shots for packaging and delivery of all necessary files to Weta FX. Implemented environment & costume updates, facial/body mocap performance updates & full replacements to be used in final rendering. Applied 3D stereo conversion to virtual cameras along with sped edits, composition resize adjustments & repositioning for final shots delivered to Weta FX. Created automated task workflow recipes for batch rendering shots to improve speed, efficiency, and execute fixes addressing upstream issues. Tested new/updated pipeline scripts by the Dev team, providing bug reports to support further tooling refinements. Proactively led and facilitated troubleshooting sessions to resolve technical problems encountered by other artists.
Stage Manager / 3D Technical Artist at Pure Imagination Studios
April 1, 2015 - October 1, 2023
Supported various production teams with acquisition of motion capture, live capture, ad-hoc testing, or POCs. Body & face motion capture stage manager, motion capture database manager, pipeline assistant and render wrangler. Also worked as Unreal Engine real-time technical artist, modeler, texture artist.
HD Graphic QA Tester at DirecTV
August 5, 2013 - February 6, 2015
Tested black box and white box with multiple set-top boxes including Samsung, Thomson, and Pace. Used Linux to load new software on set-top boxes, generated logs, and updated test cases for developers to troubleshoot and resolve issues.
Digital Platform QA Analyst at Sony Interactive Entertainment
January 7, 2013 - August 2, 2013
Assessed product functionality against quality standards on pre-release versions of PlayStation Home products and logged issues for the development team to review in concise written report formats.
Technical Artist / Motion Capture Technician at Pendulum Studios
January 10, 2011 - July 13, 2012
Operated motion capture, managed facial tracking animation, acted as assistant producer, 3D environment and character artist, render wrangler, compositor, and pipeline assistant.
Quality Assurance Analyst at Electronic Arts
May 9, 2008 - December 16, 2008
Tested games for bugs and provided weekly feedback on game progression and quality. Published titles including Sonic Chronicles: The Dark Brotherhood (Nintendo DS), G.I. Joe (Nintendo DS), and The Littlest Pet Shop (Nintendo DS, Wii, PC).

Education

B.S. in Media Arts & Animation at The Art Institute of California, San Francisco, CA
January 9, 2006 - December 14, 2007
B.F.A. in Visual Communication at Endicott College, Beverly, MA
September 3, 2001 - May 13, 2005

Qualifications

Add your qualifications or awards here.

Industry Experience

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