Creative Technology · Production Platforms · Applied AI

Hutson Cappelmann

Beaufort, SC Currently interviewing · Creative Technologist, applied AI, and production-platform roles

Creative technologist with 15+ years translating creative-production needs into systems people can actually use. At Epic Games, conceived Project Gramme, a location-independent creative workspace spanning virtual workstations, LucidLink storage, Iconik metadata, and Airtable-orchestrated localization. The work combines production technology, workflow design, cloud infrastructure, and applied AI prototyping.

  • Creative Platforms
  • Virtual Workstations
  • Distributed Storage
  • MAM / DAM
  • Metadata & Localization
  • Workflow Automation
  • Applied AI
  • Production Systems

Selected Creative Technology Work

Platforms, prototypes, and workflows built around creative teams.

Location-Independent Creative Platform

Project Gramme

Epic Games 2020-2026

Creative users needed the same production experience regardless of whether they worked locally, remotely accessed an on-prem workstation, or connected to cloud compute.

Conceived an integrated model spanning AWS and on-prem workstations, Parsec access, LucidLink distributed storage, Iconik metadata, and Airtable-triggered localization. Its VDI concept helped seed MegaStation, while the LucidLink deployment grew from roughly 50-100 video users to more than 1,000 users and approximately one petabyte.

AWSParsecLucidLinkIconikAirtableVDILocalization

Applied AI Prototyping

AI-Enabled Creative Workflow Prototypes

Independent and production operations 2024-2026

Creative and technical teams lose time to scattered knowledge, repetitive media operations, and project state hidden across disconnected tools.

Built AI-assisted workflows for media search and archive operations, Slack and API integrations, LLM tool routing, agentic coding, and operational runbooks using Python, n8n, Workato, Claude, and Codex.

CodexClaudePythonn8nWorkatoAPI Integrations

Agency Production Technology

Review and Remote Collaboration

Hogarth Worldwide (WPP) 2015-2020

Global agency teams needed reliable media movement, review, and remote access across distributed creative-production environments.

Supported StorNext-backed media workflows, Frame.io review, artist workstations, and the rapid 2020 transition from facility-bound production to remote post while keeping established systems running.

WPPFrame.ioStorNextRemote PostNLE Systems

Experience

15+ years connecting creative teams, production systems, and emerging technology.

2020-2026

Cary, NC

Post-Production Systems Engineer / Production Technology Specialist

Epic Games

Conceived Project Gramme, a location-independent creative-production model designed to give video users the same experience whether they worked locally, remotely accessed an on-prem workstation, or connected to an AWS virtual workstation.

Originated the virtual-workstation approach for video teams that helped seed MegaStation, Epic's broader internally built platform. The model let new hires use their own devices to reach secure, network-connected workstations with the required software and licensing through Parsec and related tools.

Championed and managed the early LucidLink deployment for roughly 50-100 video users, including migration from on-prem storage, adoption, optimization, and legacy-resource decommissioning. The successful platform later expanded to more than 1,000 users and approximately one petabyte of media.

Designed the final Project Gramme automation layer: Iconik as the asset and metadata source of truth, with Airtable-orchestrated workflows turning approved masters into platform- and region-specific versions and routing work to localization teams. Final components were entering deployment when the role ended.

Translated creative needs into system architecture, requirements, integrations, rollout plans, documentation, and support paths while coordinating editors, producers, IT, legal, procurement, vendors, and external developers.

Built and supported internal tools for media transfer, preview, archive, mass deliverables, QC, transcoding, Premiere versioning and localization, and Adobe/DAM handoffs.

2015-2020

New York, NY

Sr. Post Prod Engineer

Hogarth Worldwide (WPP)

Kept Hogarth's editorial team working through the 2020 COVID-19 shift to remote post. That meant moving workflows off on-site-only infrastructure on a tight timeline.

Supported post-production studios, NLE systems, hardware upgrades, artist workstations, and storage workflows for local and global teams.

Administered Quantum StorNext environments and ran media storage, transfer, review, and collaboration workflows for the global team.

Helped evaluate and roll out new collaboration tools (Frame.io among them) while keeping the existing post-production systems running.

Designed and built audio mix rooms, Pro Tools and DAW systems, and post-production studio spaces. Handled room requirements, procurement, installation, and technical readiness.

2014-2015

New York, NY

Business Development Specialist

Datagram

Managed web design, database management, 3D modeling, and project management.

2013-2014

New York, NY

Post-Production Engineer

@Radical.Media

Supported Final Cut Pro 7 edit rooms, mix rooms, and assistant-editor stations across a Mac Pro–based post-production facility.

Assisted the editorial migration from Final Cut Pro 7 to Adobe Premiere, room by room.

Administered Xsan and StorNext metadata controllers, user accounts, and the shared file servers behind the editorial workflow.

Ran day-to-day signal patching and tape deck operations: ingest, transfers, deliveries, whatever the rooms needed.

2012-2013

New York, NY

Audio Producer and Assistant

DuArt Film and Video

Produced and engineered Pro Tools audio sessions for TV spots, films, and TV shows. Sound design, mixing, sound editing, and voice-over recording.

Scheduled and coordinated voice actors across overlapping bookings to keep client work moving through the studio.

Ran day-to-day session work from booking through delivery for engineers and clients across the audio rooms.

Capabilities

Creative platforms, automation, infrastructure, and applied AI.

Creative Platform Architecture

  • AWS virtual workstations
  • Parsec remote access
  • LucidLink
  • On-prem workstations and caching
  • 10 Gbps creative networks
  • StorNext / Xsan
  • OpenDrives
  • Cloud-backed storage

Metadata, Localization, and Delivery

  • Iconik
  • Airtable orchestration
  • MAM / DAM
  • Metadata source-of-truth design
  • Master-to-variant workflows
  • Regional localization
  • Frame.io
  • QC and versioning

Edit Suites, Hardware, and Production Technology

  • Premiere / After Effects / Pro Tools
  • AJA / Blackmagic I/O
  • SDI / NDI / Dante
  • Review rooms
  • Workstation deployments
  • Audio mix rooms

IT Ops and Creative Support

  • Mac / Windows / Linux
  • Networking, servers, and licensing
  • Access and onboarding
  • Vendor coordination
  • Ticket escalation
  • Runbooks and docs

Automation and Workflow Tools

  • n8n
  • Workato
  • Python scripts
  • AWS
  • Docker / Docker Compose
  • Terraform / OpenTofu
  • GitHub Actions / CI/CD
  • Linux server operations
  • Airtable workflows
  • Editorial pipeline automation
  • Transcoding workflows
  • API integrations

Applied AI and Agentic Workflow Prototyping

  • Claude / Codex
  • LLM tool-integration interfaces
  • Sub-agent / skill workflows
  • Agentic repo workflows
  • RAG / unified search concepts
  • Prompt and context engineering
  • Workflow discovery and evaluation
  • Log analysis
  • Documentation generation

Contact

Currently interviewing for Creative Technologist and related production-platform roles.

Telegram
@Hutson
Education
Savannah College of Art and Design (SCAD) · BA, Sound Design, 2011