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.