Precision OS is a medical VR startup specializing in VR orthopedic surgical training. During my time there, I contributed to projects ranging from single-client solutions to launching a full app on the Meta Quest store. In a small team, the ability to adapt and take on multiple roles was crucial to our success. My main responsibilities included Technical Art and Tools Development, where I led tools programming and Unreal Engine shader setup/optimization.
I developed a variety of tools, such as Bulk Asset Repathers, Renamers, Import Pipeline Tools, Asset Tagging and Validation Tools, as well as various context action scripts to streamline workflows.
On the shader side, I designed and implemented a versatile shader system capable of dynamically swapping between multiple material sets. This system was optimized for mobile devices while still providing the visual fidelity needed to create compelling effects, some of which you can see showcased on this page.
Additionally, I honed my skills in Widget Blueprints and Slate C++, learning when to leverage one over the other to fully capitalize on their respective strengths in order to deliver optimal performance and user experience.
Our app featured on the Meta Quest store.
“Cut away” anatomy visualization tool.
Using the pipeline I helped created, I was able to create marketing videos quickly such as this one.
Asset tagging system for ensuring assets were picked up correctly by various gameplay and editor systems.
Shader FX for visualizing the anatomy underneath various structures
Bulk Asset Renamer allowing users to set up multiple rename commands in succession, and preview them all before hitting commit.
Import pipeline that combined C++ and Python to allow artists to import multiple files in batch operations, save presets for file import settings and validation checks to ensure assets matched asset type rules.
“I worked with Dennis for 2.5 years at PrecisionOS on one of the most challenging projects I’ve been a part of.
Dennis combines deep Unreal Engine expertise with a systems-oriented mindset, making him instrumental in the procedural assembly of our anatomically accurate “virtual patient.” He developed tooling to efficiently organize and assemble hundreds of anatomical assets, transforming a vast library of meshes and shaders into a streamlined, self-contained system. This setup significantly accelerated iteration within the art team.
Beyond Unreal, Dennis’ extensive experience with 3D modeling and animation software helped bridge the gap between asset creation and engine integration. As a rigger, I relied on his insights into Unreal’s blueprint systems to maximize skeletal mesh performance, whether for polished implementations or rapid prototyping.
For any company building a team of Unreal artists and developers, I highly recommend Dennis. I’m grateful for our collaboration and look forward to working together again.”
And many more!