Dylan "Tezenari" Amos

Dylan "Tezenari" Amos

Technical Director in California, USA

About

An Unreal Engine Technical Artist with +7 years of experience in designing gameplay systems, pipeline optimization tools, and sleek user interfaces in areas such as AEC, Automotive, and MetaSpace Experiences. Founded the Unreal Directive.

Projects

2022

Epic Detroit Laboratory, developed by Theia Interactive and commissioned by Epic Games, is an innovative virtual experience hub that showcases 11 photorealistic, interactive environments.

2021
Widget Studio at Theia Interactive

Widget Studio is an Unreal Engine C++ plugin that provides a framework for developers to quickly create great looking user interfaces. The framework provides a multitude of pre-styled/animated widgets ready for production, a global theme manager, and many base classes that can be extended by developers.

2019
OPTIM at Theia Interactive

OPTIM is a PySide2 GUI that worked within Unreal Engine that helped developers streamline the importation and optimization of massive data sets from DCC’s such as Autodesk 3ds Max, Revit, Rhino (to name a few) into Unreal Engine.

Side Projects

Ongoing

A website dedicated to providing Unreal Engine developers with high-quality resources that are carefully researched, designed to be both easy to comprehend, and adhere to industry-leading development practices

Writing

2022

From basics to best practices, this is what you need to know about Unreal Engine Blueprint Variables.

2021

From basics to best practices, this is what you need to know about Unreal Engine Blueprint Functions.

Work Experience

2021 — Now
Chico, CA

As the Technical Director at Theia Interactive, I oversee the company's Unreal Engine pipeline, including implementing cutting-edge techniques, industry-leading best practices, and efficient project structures and workflows.

2019 — 2021
Chico, CA

As the Lead Technical Artist, I spearhead a dedicated team working on Unreal Engine project automation and optimization, crafting developer tools to enhance efficiency, and developing replicated gameplay systems.

2017 — 2019
Chico, CA

As a Technical Artist, my focus is on developing tools to streamline developer workflows, crafting and implementing photorealistic materials using Substance Designer, and writing automation and optimization processes for Unreal Engine projects.

Contact

LinkedIn
GitHub
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