Portfolio
Interior(Architecture) Configurator
Project Overview
This real-time interior configurator, powered by Unreal Engine and driven through a web-based UI, delivers realistic visuals and instant customization of furniture, materials, colors, and lighting, running entirely in the cloud on a specifically engineered AWS middleware layer designed for high‑performance rendering and dynamic scaling, and accessible from any device through a standard browser, with no high-end hardware requirements. Paired with an admin dashboard that monitors live usage, displays active, idle, and preparing servers, and provides tools for resource management and scaling, the system ensures smooth, reliable, and efficient operation across all real-time application deployments.
Discover how this approach is put into practice in the Maritime industry — Explore Yacht Configurator
● Configurator
The configurator focusing on delivering fully interactive, photorealistic interior customization with instant updates to furniture, materials, colors, and lighting, all rendered with high-quality, physically based materials.
The front end is a web-based UI that communicates with an Unreal Engine backend, which handles all real-time rendering. Unreal powers advanced lighting, post-processing, and material systems, maintaining high visual fidelity while staying responsive to user input coming from the browser.
The web UI is designed to be clean and efficient, focused on fast variant switching, layout adjustments, and material changes, while Unreal handles scene updates, camera control, and high-end visuals. The setup showcases robust Unreal Engine implementation and a solid web-to-engine communication pipeline, resulting in a real-time tool suitable for client reviews, design sign-off, and virtual showroom experiences.
● Configurator Dashboard
The Configurator Dashboard is an admin control panel for overseeing the entire real-time configurator ecosystem. It provides live insight into usage, active sessions, traffic patterns, and overall system health, with detailed server states showing which instances are active, idle, or in warm-up, offering a clear operational snapshot in real-time.
Tightly integrated with the AWS middleware layer, the dashboard surfaces real-time telemetry and monitoring data from the underlying infrastructure. Administrators can see how Unreal-powered sessions are distributed across servers, track performance metrics, and quickly spot anomalies or resource contention.
The interface is structured for fast situational awareness and control. Admins can scale capacity, recycle or restart instances, and tweak system behavior in response to load, content complexity, or project requirements. As a central operational hub, the Configurator Dashboard ensures stable performance, efficient resource allocation, and predictable behavior across all real-time application deployments.
Design and Development
The system is built with Unreal Engine as the visual and logic core, handling real-time rendering, materials, lighting, and scene interactions with high fidelity. All visual output is generated directly in Unreal, ensuring consistent quality across devices.
React+Vite is used for the frontend, providing a fast, responsive, and modular UI. User interactions are routed through Epic's Pixel Streaming plugin, which streams Unreal's output to the browser and returns user input back to the application in real time.
AWS hosts the entire deployment and uses a specifically engineered middleware layer to manage traffic flow, instance lifecycle, and on-demand scaling. This ensures stable performance, efficient resource usage, and the ability to support multiple users without requiring powerful local hardware.
● Visualization
► Assets: Assets were created as needed using Blender and Houdini, with additional elements sourced from Megascans and the Unreal Marketplace.
► Shader Development: Shader workflows were engineered with a strong focus on performance, leveraging compute shaders where beneficial to offload work from the streaming servers. Materials were kept highly procedural to support real-time parameter adjustments driven directly by the configuration system.
► Lighting & Rendering: Lighting and rendering were driven primarily by Lumen with hardware ray tracing enabled for maximum visual quality, while ensuring full compatibility and stable performance on Vulkan.
► Configurator Scripts: All scene interaction logic was developed to support real-time configuration, including systems for updating assets, materials, and layout changes instantly. This layer also handles the structured data exchanged between Unreal and the frontend.
► Binary Deployment: The final build was packaged for Linux focusing Vulkan, optimized specifically for cloud-based Pixel Streaming servers to ensure reliability and high performance at scale.
● UI/UX (Frontend) Development
The UI/UX layer was implemented as a standalone web interface built with React with Vite, providing full flexibility in layout, styling, and user interactions beyond what Unreal Engine’s native UI systems allow. This web interface communicates with the configurator through a WebSocket connection, exchanging JSON data via the Pixel Streaming plugin to trigger real-time updates inside the Unreal visualization layer.
By decoupling the UI from Unreal and delivering it through a web interface, the system enables greater design freedom, smoother iteration, and a cleaner, more modern user experience, while still maintaining fast, responsive, real-time control over all configuration features.
● Server Deployment
The system is fully deployed on AWS, supported by a purpose-built middleware layer that manages user flow and server lifecycles. As users join, the middleware allocates them to available compute instances, and when they disconnect or become inactive, those instances are transitioned into a warm pool rather than fully shut down, reducing operational costs while maintaining startup times under 30 seconds for new sessions. Throughout each session, key usage metrics such as activity duration and interaction patterns are captured to drive ongoing optimization.
The deployment is built on several core AWS components, EC2 for hosting the real-time Pixel Streaming servers, Lambda for queue logic and metrics processing, Redis for real-time tracking of user activity and inactivity, and DynamoDB for persisting user-related data and session records. Together, these services form a scalable, performant, and cost-optimized backend for deploying complex real-time applications.
● Used Tools
Yacht(Maritime) Configurator
Project Overview
The real-time yacht configurator delivers high-fidelity maritime visualization and advanced simulation, accurately modeling hydrodynamic behavior such as buoyancy, wave interaction, and water motion for an interactive on-water experience.
Built in Unreal Engine and operated through a web-based UI, it runs entirely in the cloud on a purpose-built AWS architecture optimized for GPU workloads, high-performance rendering, and adaptive scaling, and is accessible from any device via a standard browser with no high-end hardware required. It comes along with an integrated admin dashboard exposes live performance metrics, intelligent scaling controls, and streamlined resource management, ensuring consistently smooth and reliable real-time operation across all deployments.
Discover how this approach is put into practice in the Real-Estate industry — Explore Interior Configurator
● Configurator
The real-time yacht configurator delivers a fully interactive, realistic design environment that brings every vessel detail to life. Built in Unreal Engine, it drives high-end visualization and simulation, accurately handling dynamic lighting, reflections, material response, and realistic on-water behavior while users customize exterior and interior finishes, materials, lighting, and environmental conditions. Each adjustment is reflected instantly, preserving visual fidelity and physical plausibility.
A dedicated web-based UI sits on top of the Unreal backend, handling all user interaction and configuration logic. The browser interface sends parameter changes to Unreal, which updates the scene in real time and streams the results back, combining fine-grained control with smooth, low-friction navigation through design variants, scenarios, and layouts.
By pairing Unreal Engine’s advanced rendering and simulation capabilities with a focused, responsive web UI, the yacht configurator turns maritime design presentation into an immersive, interactive experience, ideal for design reviews, client showcases, and virtual demonstrations.
● Configurator Dashboard
The Configurator Dashboard serves as the central admin console for managing the entire real-time configurator ecosystem. It delivers live visibility into usage, active sessions, traffic patterns, and platform health, with granular server state reporting that distinguishes between active, idle, and warming instances for an up-to-the-moment operational view.
Deeply integrated with the AWS middleware layer, the dashboard exposes real-time telemetry and infrastructure metrics. Administrators can monitor how sessions are distributed across servers, track key performance indicators, and rapidly detect anomalies or signs of resource contention.
The UI is designed for rapid assessment and direct control, admins can adjust capacity, move instances between pools, recycle instances, and fine-tune system behavior based on load, content complexity, or project needs. Acting as the operational nerve center, the Configurator Dashboard underpins stable performance, optimized resource usage, and consistent behavior across all real-time deployments.
Design and Development
The system is powered by Unreal Engine, which serves as the core visual and logic framework. It manages real-time rendering, advanced materials, dynamic lighting, and scene interactions with high fidelity. All visual output is generated directly within Unreal, ensuring consistent, high-quality performance across devices.
The frontend interface is built with React+Vite, delivering a fast, responsive, and modular user experience. User interactions are transmitted through Epic Games' Pixel Streaming layer, which streams Unreal's rendered output to the browser while relaying user input back to the application in real time.
The entire solution is hosted on AWS, supported by a purpose-built middleware layer that orchestrates traffic management, instance provisioning, and on-demand scaling. This architecture ensures reliable performance, optimized resource utilization, and seamless support for multiple concurrent users, without requiring high-performance hardware on the client side.
● Visualization
► Assets: Assets were processed as needed using Houdini, with additional elements sourced from Megascans and the Unreal Marketplace.
► Shader Development: Shader workflows were developed with a strong emphasis on performance, leveraging compute shaders, particularly for the ocean simulation and its related components wherever advantageous to minimize load on streaming servers. Materials were designed to remain procedural, enabling real-time adjustments through the configuration system without requiring recompilation or heavy processing.
► Lighting & Rendering: Lighting and rendering were powered primarily by Lumen, with hardware ray tracing enabled to achieve the highest possible visual fidelity. The pipeline was carefully optimized to ensure full Vulkan compatibility while maintaining stable, consistent performance.
► Configurator Scripts: The interaction layer was designed to fully support real-time configuration, enabling instant updates to assets, materials, and layout changes without interrupting the experience. It also manages the structured data exchange between Unreal Engine and the frontend, ensuring seamless synchronization between the visual environment and the user interface.
► Binary Deployment: The final application was packaged for Linux with Vulkan, specifically tuned for Linux-based infrastructure to maximize reliability, scalability, and consistently high performance under heavy concurrent load.
● UI/UX (Frontend) Development
The UI/UX layer was developed as a standalone web application built with React, enabling complete flexibility in layout, styling, and interaction design beyond the constraints of Unreal Engine’s native UI framework. The interface communicates with the configurator through a WebSocket connection, exchanging structured JSON data via the Pixel Streaming plugin to trigger real-time updates within the Unreal visualization layer.
By decoupling the user interface from Unreal and delivering it as a web-based application, the system achieves greater design freedom, faster iteration cycles, and a more refined, modern user experience, while maintaining responsive, real-time control over all configuration features.
● Server Deployment
The system runs entirely on AWS, orchestrated by a custom middleware layer that governs user flow and server lifecycles. As users connect, the middleware assigns them to available compute instances, when they disconnect or go inactive, those instances are moved into a warm pool instead of being fully terminated, cutting operational costs while still enabling sub‑30‑second startup times for new sessions. During each session, metrics such as duration and interaction patterns are continuously recorded to inform ongoing tuning and optimization.
The deployment relies on a set of core AWS services, EC2 to host the real-time Pixel Streaming servers, Lambda to handle queuing logic and metric processing, Redis for real-time tracking of user activity and inactivity, and DynamoDB for durable storage of user data and session records. In combination, these components provide a scalable, high-performance, and cost-efficient foundation for complex real-time application deployments.
● Used Tools
Procedural Plant Growth
Project Overview
This project showcases an animated visualization of plant growth over time, designed to illustrate natural development in a stylized way.
● Client & Collaboration
Produced for Elmia Garden in collaboration with Novara Studio
● Timeline
The full process, from concept, planning and scene setup to final rendering was completed within two weeks.
Design and Development
This project implemented a custom scattering system developed within Houdini to control plant distribution and growth behavior, and Houdini KineFX was utilized for animations, enabling procedural motion and natural deformation across various plant types.
● Assets Creation
► Several plant models (Orchid Flowers, Stems, Leaves and Roots) were fully procedurally generated, directly in Houdini using geometry nodes and attribute driven systems.
► Additional assets (Moss, Small Flowers and Plants, Tree Branch) were sourced from Quixel Megascans to enhance realism and variation.
● Look Development
Shading and rendering were performed using Redshift, for efficient look development and final outputs.
● Post Processing
Post-processing and compositing were handled in DaVinci Resolve for color grading and Nuke for precise visual adjustments and layering.
● Used Tools
Impyrium Board Game
Project Overview
This project showcases a curated series of images designed to visually narrate the world and storyline of the board game Impyrium. Created as a part of the Kickstarter campaign, these images highlight key moments, characters, environments, and thematic elements, forming a cohesive visual journey that introduces the game's lore and atmosphere. The visuals aim to immerse viewers in the universe of Impyrium while strengthening the campaign with a clear and engaging visual identity.
● Client & Collaboration
Created for Impyrium Board Game in collaboration with Gray On Gray
● Timeline
The entire process, carried out over three months, involved concept creation, detailed planning, scene construction, character development, look development, and final rendering.
Design and Development
This project involved a full 3D production pipeline, including character modeling, terrain creation, vegetation generation, prop development, and FX simulations. Utilizing tools such as ZBrush, Blender, Marvelous Designer, Gaea, SpeedTree, and Houdini. Texturing was completed with Substance Painter and Designer. Look development and rendering were achieved with Redshift through a USD-based Solaris workflow for flexibility and efficiency. Final color grading, compositing, and visual refinements were carried out in DaVinci Resolve and Nuke. To streamline production and handle the large volume of assets, custom Python scripts were integrated into Houdini, significantly optimizing the overall workflow.
● Assets Creation
► Character Modeling: ZBrush and Blender were used for base modeling, Marvelous Designer for clothing, and Houdini's grooming tools for hair.
► Terrain Sculpting: Gaea handled the initial terrain sculpting and masking, while Houdini's terrain tools were used for fine-tuning and additional masking.
► Props: Small props primarily came from Megascans and KitBash, with some custom modeling done in Blender and Houdini as needed.
► Simulations & FX: Houdini was used for all simulations, including FLIP fluids, particle effects and etc.
► Vegetation: SpeedTree and Houdini were used for creating vegetation assets.
► Texturing: Substance Painter was used for asset texturing, while Substance Designer was employed to create custom tiling textures when required.
● Look Development
Redshift was used for all shading and rendering, while Houdini Solaris, leveraging a USD based workflow, enabled fast and flexible look development.
● Post Processing
DaVinci Resolve was used for color grading during post-processing, with Nuke handling precise compositing and layering to achieve the final visuals.
● Automation
To manage the large volume of 3D assets, textures, and other elements, custom Python scripts were integrated with Houdini, significantly accelerating the workflow.
● Used Tools
About Me
Pubudu Jayakody
I’m an experienced technical specialist specializing in interactive real-time systems, simulations, and advanced visual applications, supported by scalable cloud platforms. I design and optimize efficient pipelines, automate complex workflows, and develop custom tools that enhance performance, reliability, and overall user experience.
Services
Real-Time Interactive
Applications
I build interactive, real-time experiences, simulations, and advanced visualization systems that respond instantly to user input. From configurators to complex interactive 4D sequences and H&S simulations, I deliver high-performance, immersive digital solutions designed for precision and impact.
Cloud Systems for
Real-Time Applications
I design and deploy scalable cloud infrastructures that power high-performance, real-time applications and simulations. From architecture to optimization, I ensure reliability, low latency, and seamless performance under dynamic workloads.
Pipeline Automation &
Workflow Optimization
I streamline and automate workflows behind real-time applications, simulations, and interactive systems to ensure speed and reliability. By optimizing build, deployment, and data pipelines, I enable consistent performance and scalable delivery for complex, high-performance environments.
Advanced Frontend for
Real-Time Systems
I develop frontend systems tailored for real-time interactive applications and simulations. Focusing on responsiveness, scalability, seamless visualization, and refined user experience, I deliver intuitive interfaces built for complex, data-driven environments.
Resume
Work Experience
2025 - Present
Infrastructure Architect & Technical Director
Dynamic X Plus®
I design and develop real-time, interactive applications and the cloud streaming platforms that deliver them at scale.
I also architect simulation systems and production infrastructure to ensure performance, reliability, and smooth operations.
2024 - 2026
Real-Time Streaming Infrastructure Architect & Technical Director
Novara StudioI design and develop real-time streaming infrastructure and cloud platforms that run and deliver interactive applications at scale.
2019 - Present
Technical Director
Consultant
I design and develop real-time, interactive systems.
I also lead/collaborate with teams across architecture, performance, and production operations to ship high-quality real-time, interactive systems.
Education
2026 - Present
Masters in Visual Informatics
Focusing on computer vision, image/video processing, machine learning, and visualization.
2017 - 2020
Bachelor of Science in Multimedia
Focusing on digital media production and interactive content, covering areas like, video/audio production, animation, UI/UX, and game development.
Favourite Tools
Unreal Engine
AWS
Houdini
Blender
Python
React
C++
Three.js
Social Media
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