HTML CV

Hutson Cappelmann

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.

Target Roles

What I'm looking for.

Creative TechnologistCreative workflow and platform architectureApplied AI prototyping and automationProduction technology leadership

Experience

Where I've worked.

Post-Production Systems Engineer / Production Technology Specialist

Epic Games

2020-2026

Cary, NC

  • 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.

Sr. Post Prod Engineer

Hogarth Worldwide (WPP)

2015-2020

New York, NY

  • 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.

Business Development Specialist

Datagram

2014-2015

New York, NY

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

Post-Production Engineer

@Radical.Media

2013-2014

New York, NY

  • 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.

Audio Producer and Assistant

DuArt Film and Video

2012-2013

New York, NY

  • 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 workstationsParsec remote accessLucidLinkOn-prem workstations and caching10 Gbps creative networksStorNext / XsanOpenDrivesCloud-backed storage

Metadata, Localization, and Delivery

IconikAirtable orchestrationMAM / DAMMetadata source-of-truth designMaster-to-variant workflowsRegional localizationFrame.ioQC and versioning

Edit Suites, Hardware, and Production Technology

Premiere / After Effects / Pro ToolsAJA / Blackmagic I/OSDI / NDI / DanteReview roomsWorkstation deploymentsAudio mix rooms

IT Ops and Creative Support

Mac / Windows / LinuxNetworking, servers, and licensingAccess and onboardingVendor coordinationTicket escalationRunbooks and docs

Automation and Workflow Tools

n8nWorkatoPython scriptsAWSDocker / Docker ComposeTerraform / OpenTofuGitHub Actions / CI/CDLinux server operationsAirtable workflowsEditorial pipeline automationTranscoding workflowsAPI integrations

Applied AI and Agentic Workflow Prototyping

Claude / CodexLLM tool-integration interfacesSub-agent / skill workflowsAgentic repo workflowsRAG / unified search conceptsPrompt and context engineeringWorkflow discovery and evaluationLog analysisDocumentation generation

What I bring

Where I'm useful.

  • Creative-platform vision and technical architecture
  • Location-independent workstations and distributed media
  • Metadata, localization, and delivery automation
  • Applied AI workflow discovery and prototyping
  • Production technology leadership and implementation

Education

Savannah College of Art and Design (SCAD)

BA, Sound Design / 2011