Creative Technologist who uses instructional design to transform dense, legacy knowledge into visually compelling media that drives measurable business results.

Tristan Olivier Balmokune

Creative Technologist who uses instructional design to transform dense, legacy knowledge into visually compelling media that drives measurable business results.

Available to hire

Creative Technologist who uses instructional design to transform dense, legacy knowledge into visually compelling media that drives measurable business results.

Language

English
Fluent

Work Experience

Video Editor / Post-Production Artist at Media Street Productions
April 1, 2024 - Present
Edited and produced multi-platform video and animated content for diverse clients, strengthening narrative clarity, pacing, and engagement. Delivered motion graphics and edits that increased audience engagement and cross-department collaboration. Wrote audience-targeted copy to support promotional and informational campaigns.
Sessional Professor at St. Clair College
August 1, 2023 - May 1, 2024
Designed and taught immersive storytelling courses in AR, VR, and 360° video, guiding students through scaffolded projects that built technical, narrative, and collaborative skills. Developed evaluation rubrics, led group productions, and ensured learning outcomes, ethical design, and professional-level execution.
XR Developer / VR Designer at Hitachi North America (R&D)
June 1, 2022 - August 1, 2023
Designed and built six immersive VR/MR prototypes for industrial training, architecture, safety applications; expanded internal XR capabilities; created experiences for Meta Quest 2, Quest Pro, and HoloLens 2 using Unity and Unreal. Integrated real-time engines, spatial interaction, and AI-driven avatars to improve engagement, usability, and instructional clarity.
Educator / Graduate Assistant at University of Windsor
June 1, 2020 - May 1, 2022
Delivered undergraduate instruction and workshops in interactive narrative design and media production; modernized equipment management with a real-time digital workflow; mentored 50+ students per term; supervised a team of five technicians; developed rubrics and guided projects.
Video Editor / Multimedia Producer at Getty Images Inc.
December 1, 2008 - October 1, 2022
Produced motion graphics, video, and instructional media for global audiences; redesigned pipelines to cut costs by 50-60% and improved efficiency; delivered workshops on production workflows, compliance, and best practices; enabled platform adoption.

Education

Master of Fine Arts (MFA) in Film & Media Arts at University of Windsor
August 1, 2020 - October 1, 2023
Bachelor of Media Arts and Digital Technologies at Alberta University of the Arts
January 11, 2030 - January 30, 2026
Information Technology Diploma at Southern Alberta Institute of Technology
January 11, 2030 - January 30, 2026

Qualifications

Google AI Essentials Certification
January 1, 2025 - January 30, 2026
Epic Games Game Design Professional Certificate
January 1, 2026 - January 30, 2026
Google Data Analytics Certificate
January 1, 2026 - January 30, 2026
Google IT Automation with Python Certificate
January 1, 2026 - January 30, 2026
Google Fundamentals of Data Visualization Certificate
January 1, 2026 - January 30, 2026
ChatGPT Advanced Data Analysis Certificate
January 1, 2026 - January 30, 2026

Industry Experience

Media & Entertainment, Education, Professional Services, Software & Internet, Other
    paper OUR TIME

    Executive Summary
    A cinematic corporate film created for Getty Images that premiered at an annual board meeting and now serves as the anchor for new-employee orientation.

    Business Alignment
    The organizational challenge was to produce a visually engaging, culturally resonant film on a tight timeline and budget. The strategic goal was to create a dual-purpose asset: an inspiring piece to impress the executive board, and a welcoming, clear orientation tool to communicate company values to new hires.

    Creative & Technical Execution
    Led the end-to-end production, utilizing a RED camera to capture crisp, cinematic live-action visuals. Executed complex, “invisible” visual effects (VFX) in Adobe After Effects, including precise motion tracking, environment cleanup, and object replacement, to elevate the final polish without expanding the production budget. Managed the final assembly, motion graphics, and pacing using Premiere Pro.

    Measured Impact
    Successfully delivered a highly polished film within strict budget constraints that was adopted as a permanent fixture in Getty Images’ onboarding process, proving the ability to deliver scalable internal media.

    https://www.twine.net/signin

    paper DEWY (WINDSOR WATER WORKS)

    Executive Summary
    A mixed-media educational campaign—comprising a four-part video series and over 24 micro-learning shorts that blends a live-action host with a fully rigged animated character to teach students about municipal water treatment.

    Business Alignment
    The organizational challenge was to translate complex, text-heavy scientific documents (like PDFs explaining coagulation) into accessible, age-appropriate content for school tours and the general public. The strategic goal was to connect youth to real-world infrastructure science while highlighting ENWIN’s role in community safety, ultimately modernizing how the plant conducts its educational outreach.

    Creative & Technical Execution
    Acted as the Creative Director, collaborating closely with EnWin’s project managers, social media experts, and facility engineers to ensure strict scientific validation. Designed, fully rigged, and articulated “Dewy” (the animated co-host), lip-syncing his dialogue and building custom digital environments. Seamlessly composited the animated character into live-action video and designed motion graphic info-cards to visually explain dense scientific concepts.

    Measured Impact
    The animated character was an instant hit, dramatically increasing engagement and information retention among younger audiences. Operationally, the series successfully reduced the number of physical guides required to conduct children’s plant tours, proving that high-quality, modernized media can drive direct operational efficiencies.

    https://www.twine.net/signin

    paper AI CINEMATICS

    Executive Summary
    A strategic repurposing project that transformed a dense 2025 Workplace Wellness Report into three distinct short-form deliverables targeted at awareness, engagement, and behaviour change.

    Business Alignment
    The goal was to prove the value of production thinking and intentional AI use by turning long-form corporate data into emotionally resonant, audience-specific micro-learning assets without losing message consistency or cultural sensitivity.

    Creative & Technical Execution
    Used Google NotebookLM to extract core insights and ChatGPT for narrative scripting. Leveraged Veo 3 (Google Flow) for video generation, Nano Banana for reference image consistency, ElevenLabs for natural voiceover, and HeyGen for instructional avatars. Final manual editing, pacing, and text control were completed in Premiere Pro and After Effects.

    Measured Impact
    Successfully accelerated production while maintaining human editorial judgment, resulting in executions that prioritized clarity and behavioral relevance, proving AI’s viability as a creative accelerator for corporate L&D content.

    https://www.twine.net/signin

    paper STARJOURN

    Executive Summary
    An immersive virtual reality narrative prototype built in Unreal Engine that transforms the user from a passive viewer into the active protagonist.

    Business Alignment
    The project explored the tension between traditional cinematic storytelling and participant-driven narratives. The strategic goal was to solve the complex design challenges of maintaining pacing and narrative coherence when agency is handed over to the audience in a 360° environment.

    Creative & Technical Execution
    Built a responsive, living 3D environment using Unreal Engine. Used Character Creator and facial motion capture to design digital characters with human nuance. Applied spatial storytelling, utilizing environmental cues (colour, lighting, motion) and interactive architecture to intuitively guide the user without breaking immersion.

    Measured Impact
    Acted as a functional case study that successfully challenged assumptions about narrative control, demonstrating how real-time feedback and environmental design can drive emotionally resonant, agency-driven stories

    https://www.twine.net/signin

    paper HITACHI CANADA XR NEXUS

    Executive Summary
    A portable, mixed-reality training simulation built in Unity to replace expensive physical mockups with hands-on, scalable experience.

    Business Alignment
    The project was designed to provide a dynamic, cost-effective way to train teams on complex heavy-machinery layouts and emergency evacuation drills. The goal was to align with the needs of diverse industries (healthcare, manufacturing, oil & gas) by offering a portable solution that reduces the operational drag and risk of on-site training.

    Creative & Technical Execution
    Built a modular, gamified environment using Unity (C#), SketchUp, and Blender, optimized for the Quest headset. Integrated real-time AI-powered dialogue avatars and spatial audio to deepen presence and simulate hazardous architectural layouts.

    Measured Impact
    Enabled trainees to gain operational familiarity off-site, which successfully reduced on-site onboarding time, improved safety, and increased instructional clarity.

    https://www.twine.net/signin