Joel Schreiber

Game Capture & Unreal Engine Cinematics

Additional Credits


Credits

The Callisto Protocol
Shipped
Game Capture
Krafton / Striking Distance
Watch Trailers
PUBG: Battlegrounds
Shipped
Game Capture
Krafton
Watch Trailers
Redacted
Shipped
Game Capture
Krafton
Watch Trailers
Moonbreaker
Shipped
Game Capture
Krafton / Unknown Worlds
Watch Trailers
No Law
Concepting
Trailer Concepting & Capture
Krafton
Watch Trailer
Project Windless
Concepting
Trailer Concepting & Capture
Krafton
Watch Trailer


About

I'm a game capture artist working at the intersection of gameplay capture and in-engine cinematic storytelling. I run a complete capture pipeline across multiple IPs, working inside development builds every day to deliver footage for trailers, social content, and key visuals.

I don't just capture. I build tools. When the right solution doesn't exist, I design and develop it myself, from custom Unreal Engine plugins to companion applications that streamline the entire shot workflow.

I'm currently deepening my Unreal Engine cinematic skills through ongoing coursework at Gnomon and personal projects in previz and Sequencer. Where I'm heading: the merge between gameplay capture and bespoke in-engine cinematics. One seamless narrative, no seam between what's captured and what's crafted.

CameraHouse
Custom UE plugin and companion application replicating a physical camera rig with animation layers, look development, and shot tracking across projects.
PropHouse
Local AI-powered asset database for Unreal Engine. Searchable browsing across 31,900+ assets including local files, Fab packs, and Megascans with thumbnail previews.
CamTrack AR
Real-world camera move design via Apple ARKit, importing 3D tracking data into Unreal Engine for physically grounded in-engine cinematics.

Let's work together

Open to senior capture, cinematics, and in-engine camera roles.