Real Time Visualization, Houdini FX, Unreal Engine, XR, Vehicle Worlds

I build 3D systems that move.

Andrey Shcherbinin is a real time visualization design engineer and procedural technical artist focused on 3D VFX, Houdini simulations, Unreal Engine environments, XR, MR, VR, digital twins, vehicle visualization, RBD dynamics, crowd systems, cinematic rendering, and production ready interactive experiences.

Houdini RBD and crowds Vehicle and automotive visualization Unreal Engine 5 and Niagara VR, XR, MR, OpenXR 3D environments and digital twins
Volvo Group·Las Vegas Sphere·Riot Games Worlds·Morgan Wallen Tour·The Weather Channel·Katy Perry Play·Live Nation·Disney·Volvo Group·Las Vegas Sphere·Riot Games Worlds·Morgan Wallen Tour·The Weather Channel·Katy Perry Play·Live Nation·Disney·
01

Role fit

Vehicle simulation and visualizationAutomotive digital twins, design review, vehicle materials, cabins, hard surface worlds, RBD experiments, camera presentation, and photoreal review environments.
Houdini FX and procedural systemsRBD, crowds, agents, POPs, FLIP, whitewater, ocean systems, terrain, scattering, attributes, caching, Solaris, Karma, and USD export for Unreal.
Unreal Engine technical artNiagara, Blueprints, PCG, Sequencer, Lumen, Nanite, materials, optimization, cinematic tools, interactive prototypes, and realtime delivery.
XR, MR, VR, and spatial designOpenXR, Varjo workflows, immersive product validation, multi user review, headset deployment, spatial UI, user comfort, and realtime performance stability.
3D environments and worldsLarge scale digital sets, terrain, cities, weather, architectural context, hard surface assets, atmosphere, lighting, materials, and cinematic scene assembly.
Realtime VFX and live visualsGPU Niagara, volumetric effects, audio reactive systems, DMX driven lighting, LED volume visuals, broadcast graphics, and performance synchronized effects.
Digital twins and industrial designStakeholder ready visualization for vehicles, aerospace, energy, training, product review, procedural content, optimized assets, and technical storytelling.
Creative technology leadershipRapid prototyping, cross functional communication, clean production structure, technical problem solving, R and D, documentation, and team workflow improvement.
02

Capabilities matrix

Vehicles, RBD, Hard Surface

Automotive and mechanical worlds

Photoreal vehicle digital twins, cabin and exterior review, product materials, procedural roads, mechanical motion, impact ready layouts, and cinematic camera language for vehicle centered work.

Houdini FX

Simulation and procedural design

RBD systems, vehicles, crowds, agents, particles, fluids, whitewater, oceans, terrain, scattering, curves, attributes, caching, Solaris, Karma, and USD aware export pipelines.

Unreal Engine 5

Realtime interactive production

Blueprint architecture, Niagara VFX, PCG, Sequencer, Lumen, Nanite, Chaos, MetaSounds, cinematic cameras, UI widgets, materials, level assembly, optimization, and reliable builds.

XR, MR, VR

Immersive design review

OpenXR, Varjo XR4, hand tracking, PCVR, Quest workflows, multi user VR, spatial usability, realtime performance, headset validation, and user centered interaction design.

3D Environments

World building and atmosphere

Digital environments, terrain, cities, architecture, weather, material systems, lighting, post process, set dressing, cinematic composition, and scalable scene organization.

Live, Broadcast, Stage

Realtime VFX under pressure

Mission critical Niagara systems, LED volume content, broadcast graphics, stage visuals, sound reactive shaders, DMX lighting, large audience scale, and rapid iteration workflows.

Professional Summary

Andrey Shcherbinin is a real time visualization design engineer and procedural technical artist with 10 plus years of experience creating high quality 3D, VFX, XR, simulation, virtual production, UI and UX, and cinematic content for automotive, entertainment, broadcast, live events, industrial, and emerging technology projects.

His strongest lane is the bridge between beautiful 3D and working systems. Houdini simulation logic, Unreal Engine execution, realtime performance, procedural environments, vehicle visualization, XR review, and clear stakeholder presentation.

What this site should communicate
He is not only a 3D artist. He builds technical visual systems that can be reused, optimized, presented, and shipped.
He fits automotive, aerospace, defense simulation, XR, virtual production, VFX, visualization, and Houdini technical artist roles.
His work history proves both high fidelity visual taste and production pressure experience across major live, broadcast, and industrial teams.
He has a strong personal direction around cars, RBD, crowds, environments, XR, MR, VR, and procedural simulation.
03

Selected production history

2024, 2025

Real Time 3D Automotive Visualization Engineer

Volvo Group, North America
Photoreal vehicle digital twins, VR and MR design review, OpenXR C plus plus, Varjo XR4, Ultraleap, multi user collaboration, materials and early vehicle validation.
2024

Unreal Engine Tech Lead Generalist and Niagara VFX Designer

Deloitte, Las Vegas Sphere
Mission critical Niagara and DMX driven realtime systems for 20,000 plus attendees and 5 million plus virtual viewers.
2022, 2024

UE5 Tech Lead Generalist and Real Time VFX Designer

Raw Cereal, Morgan Wallen World Tour
Unreal environments, stage LED volume visuals, sound reactive shaders, sound driven Niagara, Disguise workflows, and live event scale production.
2023, 2024

Unreal Engine Developer and Technical Lead Artist

Possible, Riot Games Worlds 2024
Niagara VFX and performant shaders for mixed reality large scale live television production in South Korea.
2022, 2023

Senior Environment Artist and Unreal Generalist

The Weather Channel
24 hour realtime rendered immersive weather, environments, C plus plus Blueprints, assets, dressing, lighting, and virtual production workflows.
2021

Unreal Engine 5 Generalist, Character, Simulation, and VFX

Katy Perry Play Las Vegas
IMAX scale UE5 visuals, camera shots, mocap, grooms, softbody and cloth simulations, Niagara sparks, water, fire, Sequencer, and Movie Render Queue.
2018, 2021

VR, UI, UX, VFX, 3D Generalist and Unreal Technical Artist

Duke Energy and BSI Solutions
Training and education VR, mobile headset performance, Quest, Vive, Rift, Unity, Unreal, interaction systems, optimized environments, and real time assets.
04

Tools and production language

Unreal Engine 5Houdini FXNiagaraPCGBlueprintsC plus plus assisted workflowsOpenXRVarjo XR4XR, MR, VRRBDCrowdsAgentsFLIPWhitewaterOceansHeightFieldsSolarisKarmaOpenUSDNVIDIA OmniverseCinema 4DBlenderRedshiftOctaneZBrushSubstanceFigmaAfter EffectsDaVinci ResolveComfyUITouchDesignerGitJiraPerforcePlastic SCM
06

Published works and field notes