Portfolio

Recent Work

Zenith Digital partners with creative and technical teams to deliver robust Unreal Engine systems, immersive experiences, and broadcast-ready visuals.

NOOR
Proteus

NOOR

Research & development on NOOR, a multi-platform Unreal Engine toolkit designed for real-time collaboration across VR, AR, and desktop. Implemented custom multiplayer framework supporting session hosting, reconnection logic, and seamless interaction across devices.

  • Multi-platform XR toolkit for real-time collaboration
  • Custom multiplayer framework with hosting and reconnection
  • Seamless interaction across VR, AR, and desktop
Unreal EngineVRARMultiplayerC++
Visit Client
LILITH.AI
A+E

LILITH.AI

Engineered a custom Unreal Engine framework for A+E to power interactive storytelling via the Lilith.AI platform. I led the transition to a high-fidelity v2 rigging pipeline and developed dynamic animation systems - including real-time audience tracking and procedural VFX - to replace static playbacks. Notably, I resolved a critical, months-old Live Link bone-streaming bottleneck within three days, enabling seamless real-time character interactions and fully dynamic AI-driven performances.

  • Custom Unreal Engine framework for interactive storytelling
  • High-fidelity v2 rigging pipeline and dynamic animation systems
  • Resolved Live Link bone-streaming bottleneck for realtime interaction
Unreal EngineCharacter DevelopmentAIIntegration
Visit Client
Performance Laboratory
Royal College of Music

Performance Laboratory

Lead Developer architecting a modular and scalable framework for dynamic show production. Seamless integration with DMX lighting systems, QLab audio, sophisticated UI interactions, and multi-projection mapped outputs.

  • Modular framework for dynamic show control
  • Integrated DMX lighting and QLab audio systems
  • Multi-projection outputs with tailored UI workflows
Unreal EngineDMXQLabMulti-projectionLive Performance
Visit Client
Cricket Broadcast
Warner Bros. Discovery

Cricket Broadcast

Architected a real-time broadcast visualizer for international live television, engineered for high-pressure reliability. The system ingests and parses raw Hawkeye tracking data on-the-fly to drive fully animated heatmaps, zone breakdowns, and ball trajectories without requiring restarts or repackaging. Developed the core logic to transform complex external datasets into dynamic, broadcast-ready technical analysis, ensuring sub-second accuracy for live sports commentary.

  • Live ingestion of Hawkeye tracking data
  • Realtime heatmaps, zone breakdowns, and ball trajectories
  • Broadcast pipeline engineered for high-pressure reliability
Unreal EngineData VisualizationPipelineLive Broadcasting
Visit Client
Chaos Castle
Super Strange Studios

Chaos Castle

Spearheaded development of an innovative framework with world-building features that empower users to craft dynamic worlds. Design centered around emulating tactile clay/plasticine sculpting for younger audiences.

  • World-building framework for user-created environments
  • Tactile clay/plasticine feel for younger audiences
  • Interactive UI/UX focused on creative play
Unreal EngineWorld BuildingUI/UXInteractive Design
Visit Client
Tennis Hawkeye Integration
Warner Bros. Discovery

Tennis Hawkeye Integration

Implementation of Hawkeye dataset with custom C++ code for efficient data parsing and analysis. Created sophisticated visualization tools for automatic generation of aesthetically pleasing and consistent data representations.

  • Custom C++ parsing for Hawkeye datasets
  • Automated visualization tools for broadcast graphics
  • Consistent, aesthetically aligned data representations
Unreal EngineC++Data VisualizationSports Analytics
Visit Client
Cycling Track Visualisation
Warner Bros. Discovery

Cycling Track Visualisation

Bespoke system for ingesting and visualising cycling datasets with full Veloviewer JSON support. External control platform using ImGui and NetImgui for real-time operation during live broadcasts.

  • Veloviewer JSON ingestion for cycling data
  • External control platform with ImGui and NetImgui
  • Realtime visuals designed for live broadcast operation
Unreal EngineImGuiNetImguiJSONLive Broadcasting
Visit Client
Beijing Olympics 2022
Warner Bros. Discovery

Beijing Olympics 2022

Modular system for populating digital environments with background NPCs, including motion capture import, procedural character variations, dynamic outfits, and animation assignment.

  • Background NPC population system for live environments
  • Mocap import with procedural character variations
  • Dynamic outfits and animation assignment workflows
Unreal EngineMotion CaptureProcedural GenerationCharacter Systems
The Ward Round
Safety Catch Ltd

The Ward Round

Project details coming soon.

  • World development built in Unreal Engine
  • Gameplay logic tailored to clinical scenarios
  • Performance capture integration for characters
Unreal EngineWorld DevelopmentGameplay LogicPerformance Capture
Mozfest
Royal Shakespeare Company

Mozfest

Creation of a bespoke demo, featuring character and sets from the Dream-Online project, repurposed into a 30 minutes live presentation, featuring live motion capture integration, facial capture, and cue system. Developed in Unreal Engine for real-time rendering and interaction during the festival.

  • Bespoke 30-minute live demo for festival presentation
  • Live motion capture, facial capture, and cue system
  • Realtime rendering and interaction in Unreal Engine
Unreal EngineLBELivePerformance Capture
Visit Client

Previous Experience

Legacy credits and career highlights.

Notable projects from Daniel's career before founding Zenith Digital.

The Mandalorian (Season 2)

The Mandalorian (Season 2)

The Third Floor Inc.

Unreal tools for Mandalorian production. C++ and Python API development with Maya integration for virtual production pipeline.

Unreal EngineC++Python+2
Game of Thrones (Season 7-8)

Game of Thrones (Season 7-8)

The Third Floor Inc.

VP tools & Pipeline Development. VR Tools for Virtual Scouting and shot-planning for the epic final seasons.

Unreal EngineVRVirtual Scouting+1
Star Citizen - Squadron 42

Star Citizen - Squadron 42

The Imaginarium Studios

Realtime visualisation in CryEngine. Motion Capture Operator providing shadow and support for cinematics direction.

CryEngineMotion CaptureRealtime Rendering+1
Avengers 2 - Age of Ultron

Avengers 2 - Age of Ultron

The Imaginarium Studios

Motion Capture Operator on-set at Shepperton Studios. Captured principal cast and stunt work for Marvel's blockbuster.

Motion CaptureOn-set OperationsPerformance Capture
Star Wars - Episode 7

Star Wars - Episode 7

The Imaginarium Studios

Motion capture technician in studio and on location. IBC capture operator on-set for the return to the Star Wars saga.

Motion CaptureOn-locationIBC Systems
The Ritual

The Ritual

The Imaginarium Studios

Built previs scenes in Unreal Engine. Performance capture prep and realtime setup for horror film production.

Unreal EnginePrevisualizationPerformance Capture
Battlefield 1

Battlefield 1

Legacy Credit

Legacy credit. Details coming soon.

Jingle Jangle

Jingle Jangle

Legacy Credit

Legacy credit. Details coming soon.

Kingsglaive

Kingsglaive

Legacy Credit

Legacy credit. Details coming soon.

Mowgli

Mowgli

Legacy Credit

Legacy credit. Details coming soon.

Ryse

Ryse

Legacy Credit

Legacy credit. Details coming soon.

Tempest

Tempest

Legacy Credit

Legacy credit. Details coming soon.

Mad Factory

Mad Factory

Legacy Credit

Legacy credit. Details coming soon.

Dream

Dream

Legacy Credit

Legacy credit. Details coming soon.

Next collaboration

Ready to start your project?

Let's discuss how Zenith Digital can support your next production with expert Unreal Engine development.

Get in Touch