Open to Unreal Engine, technical product and interactive-systems opportunities

Technical product leadership for Unreal Engine & interactive systems

I connect product direction, hands-on Unreal Engine R&D and specialist technical delivery to turn complex interactive ideas into working systems, reusable products and credible commercial propositions.

Marc Thornton, Digital, Product and Technology DirectorMarc Thornton, Digital, Product and Technology Director

Selected development technologies

  • Unreal Engine
  • Blender
  • Cascadeur
  • Character Creator
  • iClone
  • Perforce
  • UVC
  • Git
  • VS Code
  • Android Studio
  • Docker
  • HTML
  • CSS
  • Python
  • Codex
  • GitHub Copilot
  • Ollama
  • Obsidian
  • ClickUp
  • Sublime
  • Photoshop

Unreal Engine · Interactive systems · Applied R&D

Relevant Work

Fate of the Few artwork: a ruined city at sunsetYears of involvement:

Fate of the Few

Product R&D & real-time 3D

Over six years I have led the product and hands-on Unreal Engine R&D, combining systems design, world-building, prototyping and specialist collaboration around an independently developed game vision.

LifeOS workflow connecting mobile capture, a knowledge graph and an AI workspaceYears of involvement:

LifeOS

Applied AI & knowledge systems

I designed and built LifeOS, a local-first personal intelligence system that connects email, documents, messages, tasks and knowledge while retaining source evidence and requiring confirmation before records are changed.

Real-time editing of a mountainous terrain with Voxel PluginYears of involvement:

Voxel Plugin

Commercial product launch

I helped turn a free community project into a commercial Unreal Engine product, shaping the positioning, brand, launch and route to market for its first paid release.

Playtest of a MESH Interactive multiplayer experienceYears of involvement:

MESH Interactive

Multiplayer framework & studio proposition

I developed a technical partnership into a broader commercial proposition: a reusable multiplayer framework, studio identity and offer tested with game studios, alongside the operational structure needed for reliable distributed collaboration.

Multiplayer framework synchronising interactions across four playersYears of involvement:

Character Interaction Multiplayer Framework

Multiplayer conversion & technical operations

I helped a distributed team move a difficult multiplayer conversion forward, improving diagnosis, documentation, version control, testing and cross-discipline coordination around a tightly coupled character-interaction system.

Development of AMS, the Adaptive Music System, in Unreal EngineYears of involvement:

AMS

Interactive audio & real-time systems

I co-designed AMS as an adaptive music system for Unreal Engine, developing its musical architecture, compositions and interaction rules while my collaborator built the Blueprint implementation that responded to gameplay states.

Procedural landscape and city-generation tools in Unreal EngineYears of involvement:

Procedural tools

World-building & prototyping

I developed and explored procedural tools for rapidly generating landscapes, cities and playable environments, reducing the cost of early iteration while making world-building and design decisions more tangible.

AURA in a collaborative Unreal Engine creation workflowYears of involvement:

AURA

Applied AI & Unreal Engine workflows

I contributed to the early product direction of AURA, an alpha connecting AI with Unreal Engine tools and workflows, exploring how context-aware assistance could better support technical work in real-time production.

Development Capabilities

Technical toolkit

Tools & Technologies for Interactive Development

Unreal Engine & Real-time

  • Unreal Engine
  • Blueprints
  • Behaviour Trees
  • Blackboards
  • AI Perception
  • Navigation & Pathfinding
  • Multiplayer
  • Procedural Generation

Production & Version Control

  • Git
  • Perforce
  • Plastic SCM
  • Jira
  • ClickUp
  • Markdown
  • YAML

3D, Animation & Capture

  • Blender
  • Cascadeur
  • Character Creator
  • iClone
  • Unreal Live Link
  • Facial Capture
  • Motion Capture

Development & Integration

  • Python
  • Docker
  • Docker Compose
  • OpenAPI
  • APIs
  • WebSockets
  • MCP
  • HTML

AI & Automation

  • Codex
  • Ollama
  • Qdrant
  • Open WebUI
  • CUDA
  • Local AI Workflows

Interactive Audio & Creative

  • Cubase
  • Ableton Live
  • Adobe Photoshop
  • After Effects

Best-fit engagements

Where I add the most value

Roles and projects that need product direction, technical depth and specialist delivery to work as one.

Unreal Engine product and technical leadership

For teams that need someone to connect product intent, technical decisions and delivery across complex real-time systems.

Reusable systems, frameworks and tools

For projects turning difficult technical work into dependable systems that can be reused, documented and developed further.

Distributed technical delivery

For multidisciplinary teams that need clear scopes, practical workflows, strong hand-offs and informed coordination across specialists.

Prototyping and applied R&D

For uncertain or ambitious ideas that need rapid validation, hands-on investigation and a credible path from experiment to product.

Relevant technical roles

  • Technical Product Director
  • Technical Producer
  • Unreal Engine Product Lead
  • R&D Lead
  • Interactive Systems Lead
  • Technical Programme Lead
  • Development Consultant
  • Product & Technology Lead
  • Distributed Team Lead
  • Technical Product Partner

Current development work

I continue to work hands-on across Unreal Engine, interactive systems and applied R&D, including the ongoing development of Fate of the Few and early product work around AURA.

The work spans Blueprint-driven systems, AI behaviour, navigation, procedural tools, multiplayer and interaction frameworks, technical prototyping, version-control workflows and AI-assisted development.

I am looking to bring that combination of product judgement, technical understanding and specialist-team leadership into ambitious Unreal Engine and interactive-technology work.

Marc Thornton

Marc Thornton standing beside a desk in a light-blue shirt

Development approach

How I lead technical work

UNDERSTAND THE SYSTEM

Get close enough to the architecture, workflows and constraints to make informed product and delivery decisions.

MAKE R&D TESTABLE

Turn uncertainty into prototypes, explicit assumptions and practical demonstrations that teams can assess.

HELP SPECIALISTS COLLABORATE

Give technical and creative specialists clear goals, shared context and reliable production workflows.

CONNECT TECHNOLOGY TO VALUE

Tie technical trade-offs to player experience, product potential, delivery risk and commercial outcomes.

Commitments & principles

Unreal Engine & technical product opportunities

Let’s build something technically ambitious

I am open to permanent, contract and consulting work across Unreal Engine, technical product leadership, interactive systems and applied R&D.

Based in France, working remotely with international travel across the UK, Europe and North America.