Technical & Cinematic Direction
I direct real-time cinematics and build the Unreal Engine & Houdini pipelines that make them possible — from Virtual Production sets to procedural world-building.
Five projects, one thread: direction and pipeline.
Chosen for what they prove — cinematic direction on an announced title, real-time environment work in Unreal Engine 5, procedural tool-building in Houdini, and heritage digitization through photogrammetry and Gaussian Splatting.
Earlier studio & commercial CGI
Product visualization and automotive CGI from 2016–2021, plus a teaching project exploring real-time integration — the range of craft and mentoring behind the direction work above. Full range on ArtStation ↗.
Grounded in the work above
Direction & Pipeline
Real-Time & Procedural
Traditional CG & Post
From set to pipeline, and back.

I work in Technical and Cinematic Direction, with experience across narrative, real-time production and rendering, based in Madrid. I started in audiovisual direction — sets, shoots, post — before moving into 3D and real-time, which is why I still approach every project as a director first: the story on screen sets the priority, and the pipeline gets built to serve it.
I have gone through all the technical processes involved in creating digital content to understand, plan, manage, and lead teams and workflows with a balanced technical and artistic approach.
That balance is what I care about most — designing methodologies and workflows that can adapt and make the most of resources, contributing to the satisfaction and growth of all team members.
Most recently as Virtual Production Supervisor at MR Factory, I defined workflows and real-time integration pipelines for Unreal Engine 5 productions; before that, I worked as a technical director for video games and as a 3D generalist on traditional rendering projects and interactive integrations of virtual and augmented reality projects.
Set & cinematic direction, 3D integration, Gaussian Splatting capture and processing.
ACES color workflow, real-time 3D integration, camera tracking, motion capture, photogrammetry, 4D characters — profiling for real time in Unreal Engine.
Cinematic & photography direction, lighting, animation, motion capture and real-time profiling in Unreal Engine.
Photorealistic content generation — modeling, texturing, rigging, lighting and rendering for advertising campaigns.
Teaching & industry conferences
Alongside production work, I teach real-time pipelines at master's level and speak regularly at industry conferences.
Teaching — Master's & Schools
- UE5 for Virtual ProductionThe Core School — 2023–present
- 3D ProductionTAI ARTS — 2024–present
- 3D ProductionIVISUAL — 2017–2023
Speaking — International Conferences
- Mundos DigitalesSpeaker
- Grupo MediaproVirtual Production expert
- IPCASpeaker
- UltralanSpeaker
- Universidad de ValladolidGuest talk
Let's talk about the work.
Reaches me directly — no mailing lists, no forwarding.


