Questions and Answers

  • What does your company do?

    Black Eye is a camera plugin for Unreal Engine used in game cinematics, film, previs, esports, virtual production and more. We help storytellers craft cinematic shots inside Unreal, using tools that think like real cameras.

    We don’t make physical things, we make virtual cameras that try to behave just like real ones do. They're kind of magical.

    • Why did you choose to build a camera plugin specifically?

      I worked as a cinematic artist at a big video game studio, and there were basically zero camera tools. It was painful, dreary, and fragile manual work because computer cameras didn't know anything at all about real cameras. A bell rang

    • When you started, did you already see this as something that could become a business?

      Not really. The focus was entirely on building tools to make the pain stop. Over time, what we were doing started to catch on. A sort of manifesto emerged, and it became clear that this approach to cameras needed to be shared more broadly.

      Years later, I was working at a very cool video game studio – Blackbird Interactive – and we decided to bring this product to market. It was called Cinemachine, and we eventually sold it to Unity.

  • Describe your role in 1—2 simple sentences.

    We're super small, so there's a lot of hats to go around – designer, video maker, dealmaker, tester, marketing content producer, lawyer and accountant interfacer, forum-responder. Website tinkerer, dreamer, hustler.

    • Which is your favorite and least favorite hat?

      Designer is my favorite hat, no question. Hard blue-sky dreaming about the coolest way to solve a really difficult problem? That’s pure sunshine.

      Accounting is my least favorite. We have an accountant who's a wonderful person, but I dread even dealing with it. It's illogical.

  • What do you really do at work?

    • Designing new cinematography tools and camera systems, and working closely with our brilliant CTO on development and UX
    • Consulting and co-developing for external teams on their camera systems
    • Testing, refining, and rethinking everything to make sure it’s intuitive, powerful, and fun to use
    • Writing documentation – endless, beautiful documentation (even if no one reads it… holy RTFM)
    • Creating marketing videos, tutorials, and other promo content
    • What does “designing” a cinematography tool involve?

      Most people have watched so many movies that we all carry a surprisingly deep, subconscious understanding of how cameras behave – the little lag when tracking a moving subject, the weight and inertia of the camera, the way it eases in and out of motion. We just know what cameras do from the countless hours of content we’ve binged through them.

      In a computer, none of that exists – at least, not commercially, until we started building it. Designing cinematography tools means recreating that intuition, that physicality, inside a digital system. And then comes the real challenge: filming unpredictable, variable scenarios, like in video games. There’s an endless amount of nuance and possibility to design in this space.

  • What skills are necessary to do your job?

    Hard
    • Cinematography and layout – how to move a camera in ways that reinforce the story
    • UX design – complex is easy, simple and powerful is much harder
    • Video editing, art direction, and a strong sense of what looks and feels good
    • Business strategy – what to go for, what to swerve, the power to know the difference
    Soft
    • Be kind to people
    • Show up and work hard
    • Tell the truth – with compassion
    • Try to free yourself from the expectations of others
  • What drives you at work?

    What drives me is making things that bring joy to creative people. It sounds simple and maybe even a little cheesy, but there’s something deeply rewarding about seeing someone light up when your tech helps make something amazing.

  • Biggest professional goal.

    Some of the biggest goals already have a nice juicy checkmark beside them.

    I’ll never get tired of seeing our tools used in massive games and films or of growing a community of creators who use them to do amazing things.

  • What do you think is your unique talent?

    I think I’m good at helping people believe in ambitious ideas and in their ability to make them real. It’s less about having all the answers and more about lighting a creative fire, building a safe space, and creating momentum. Let’s make mistakes, try wild things, get lost and frustrated, but keep moving toward whatever version of success we believe in.

  • Best career advice you’ve ever received.

    That really difficult and challenging person on your project? They’re Your Gift.

    You're going to learn more from them about yourself and how to keep things on the rails than probably anyone else. I remember all my Gifts and how they helped me grow quite vividly.

  • Moments at work made you feel proud or fulfilled.

    I won a technical EMMY, which was kind of bonkers.

    What really sticks with me are the small teams I’ve been part of where we built powerful, meaningful experiences that overcame huge technical challenges. One project I contributed to has even become something of a timeless cultural classic in the video game world, which still blows my mind, so lucky to have been there.

    • Can you share which project that was?

      It was NBA STREET Vol. 2, a cult classic that somehow still gets talked about over 20 years later. People make retrospectives and documentaries about it – it really struck a chord. I was lucky to be part of the team and did a lot of the art on that game. It’s wild to see something you worked on so long ago – especially something as ephemeral as a videogame – still resonate with people today.

  • What mindset or habits do you think enable some people to achieve more than others?

    I really don't think there's any replacement for actual, legitimate working hard.

    Proper get-it-together, build-and-ship something is where it's all at. Great ideas are easy and cheap. Here's a killer idea. Cool. Can you ship it? A mentor once said, "Real artists ship".

    • You mentioned “work hard” several times. How do you know/feel you work hard?

      Hard work isn’t about clocking hours; it’s a feeling that you get when you’re truthful with yourself about what got done. I’ve had ‘hard work’ days which only lasted a few hours. It’s about what you moved forward, not how much any clock swung around.

  • Do you believe in work-life balance? How does it work for you?

    I believe in the concept of work-life balance, and I’m getting better at the execution.

    I might sound a bit old-school, but I really do think you need to hustle in your formative years. That early drive builds momentum and opens doors. Once you’re more established, you can afford to ease the throttle a bit. In the beginning? Go hard. It pays off.

  • If money is not an issue, what would you genuinely love to do in life?

    I used to think there was a finish line – where you do enough, make enough, and then move on to some entirely different life. However, it doesn’t really work that way, at least not for me.

    I took a year off and found myself missing the work. I genuinely love building things, solving creative problems, and working with great people. Is that a privileged POV? For sure, but I’m lucky to really like what I do.

  • Trend or development in your field that excites you now.

    A lower barrier to entry for people to create rich, compelling experiences.

    Cine cameras used to be expensive, recording studios used to be expensive, CGI cost a fortune, and now all these tools are becoming accessible to so many more people. Are we going to drown in a slurry of AI slop? Absolutely – and that's the price of democratization.

    • You sound a bit skeptical about AI.

      I think concerns around how AI will impact human creativity are a very pressing situation. We thought the robots would fold our laundry, but instead they’re making art, music, and video at a violently accelerating pace. Those things used to be hard, and there was value in the difficulty.

      Now that it’s getting easier, what happens? Do we get more great content or just more content? Probably both. I’m not anti-AI at all, and good luck getting that genie back in the bottle, but I think we need to stay really thoughtful about what creativity means when effort is no longer a barrier.