Glitch Productions

Glitch Productions is an animation studio located in Sydney, Australia, founded by brothers Kevin and Luke Lerdwichagul after the success of Luke’s YouTube channel, SMG4. While SMG4 focuses on meme humour, the goal of Glitch Productions is to make professional, high quality animated shows for YouTube, and are now considered front-runners in the indie animation industry after their viral hit, The Amazing Digital Circus.

Titles Worked On

Roles at Glitch Productions

Technical

Tech Lead
  • Using Asana, oversaw schedules, deadlines, and priorities of the RnD Team including myself and up to three others (varied as departments and roles changed).
  • Developed the Unreal Engine portion of the cinematic pipeline including interfacing between Autodesk Maya, Unreal Engine, and Adobe Premiere.
  • Communicated with different departments regularly to find out if there are tools or research that could be explored to optimise their workflow, especially when starting a new show.
  • Acted as a liason between Glitch Productions and contacts at AWS.
  • Involved in the hiring process of two additions to the RnD/Tech team including determining requirements, vetting resumes, creating tests to assess capabilities, and conducting job interviews with the HR manager.
Unreal Engine/Pipeline Engineer

Credited as UE5 Engineer in Murder Drones (Ep 2-8) and The Amazing Digital Circus (Ep 1-4); UE4 Technical Artist in Meta Runner (Seasons 2-3) and Murder Drones (Ep 1); UE4 Tool Development in Sunset Paradise.

  • Developed the Unreal Engine portion of the cinematic pipeline including interactivity between Autodesk Maya, Unreal Engine, and Adobe Premiere, working closely with the Maya Technical Artist/Lead Rigger.
  • Created many tools for various roles to streamline the cinematic pipeline including:
    • Automated animation and camera importing
    • Automated Level Sequence setup
    • Rendering tools
    • File/project management tools
    • Automated Blueprint creation tools
    • Character and crowd tools and systems.
  • Worked with various APIs for implementing solutions both in and out of Unreal Engine (C++/C#/Python), including:
    • Google API
    • AWS API
    • Perforce API
    • Maya API
    • Discord API
    • Asana API
    • SyncSketch API.
  • Created, maintained, tested, and shipped updates for the VTuber Meggy project in UE4.
  • Implemented Deadline as an in-house render farm for Unreal Engine 5 and integrated it with other tools already created in UE, as well as making it compatible with Perforce.
  • Created and managed internal documentation through Confluence (both technical and user documentation).
Unreal Engine Optimisation
  • This role was largely to do with the transition from UE4 to UE5 with Murder Drones.
    • Performed a full audit of optimisation on the pilot in 4.27 and again once upgraded to 5.0, and offered suggestions and solutions to improve performance while working in engine (and as a result, shorter render times).
  • After this, I would then be the go-to person to investigate when sequences or maps were laggy in engine.
    • Largely used the GPU Profiler and a handful of debug console commands to track down issues, and it largely came to making suggestions to the Lighting department.
IT Technician
  • Implemented and maintained the company’s Perforce server on AWS.
  • In charge of office hardware including building/maintaining/fixing PCs and related infrustructure.
  • Set up all IT systems for a brand new office including servers, networking devices, coordinating move/transition of IT resources from old office to new office, etc.
  • Implemented proper cyber security measures company-wide including implementing 1Password, developing password policies, and educating employees.
  • Coordinated the response to a security breach.
  • Created and managed internal documentation through Confluence (both technical and user documentation).

Creative

Crowd Technical Artist
  • Worked with writers and showrunners directly.
  • Created the Crowd Pass for the pipeline and took sole responsibility for its development and implementation.
  • Developed and implemented crowd systems for Meta Runner Season 3, Murder Drones (Ep 2-8), and involved in the planning process for crowd for The Amazing Digital Circus.
    • This included creating a unique system per project based on the requirements.
    • This included crowd implementation, crowd randomisation, and also managing crowd consistency between shots, sequences, and episodes.
  • Also experimented with AI for crowd implementation in Sunset Paradise.
    • The results of this experiment led to the creation of the Crowd Pass in later shows.
VFX/Particle FX Artist
  • Worked with writers and showrunners directly.
  • Used Niagara to create and implement new particle systems, and modify assets from the Unreal Engine Marketplace to suit the style and intent of shots in the Murder Drones pilot and Meta Runner Season 3.
Physics Simulation and Rigid Body Dynamics Destruction
  • Worked with writers and showrunners directly.
  • Used Houdini for implementation (this was in UE4 before Chaos Destruction was production-ready).
  • Created generic simulations out of basic fractured geometry, plus some more complex destruction sims involving exporting animations and parts of environment from UE4, into Houdini, and then importing back into UE4, implementing into the Level Sequences.
  • Created a basic Physics Recorder in Unreal Engine to record Static Meshes with physics enabled to a Level Sequence for shots in Meta Runner Season 3 Episode 2 (the Take Recorder didn’t quite do what I wanted it to do).
  • Examples of my work can be found in the Murder Drones pilot and Meta Runner Season 3.
Post Production Hand/Assistant
  • Working with Level Sequences directly, set up in UE4/UE5:
    • Diagnosing issues such as animations needing reimporting, or sets not lining up between Maya and UE
    • Adjusting characters and props to camera
    • Assisting the VFX department by implementing repetitive VFX
    • Rendering
    • Importing rendered sequences to Adobe Premiere
    • Quality Assurance on renders (identifying problems and assigning to the correct team member or finding a solution myself)
    • Adding final environmental details in engine
    • Bodging fixes in Unreal Engine sequences when previous departments had no time or budget left.
  • A lot of the work here was about budget vs time/deadlines.
  • Working in this role led me to identify a number of repetitive or time-consuming processes that I was able to automate and streamline, saving countless hours and mental stress for several coworkers.

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