Robert Hunecke
Producer | Certified Instructor
Düsseldorf / Berlin, Germany
Experienced Producer with a track record of leading multidisciplinary teams in multinational, multicultural environments. Skilled in Agile methodologies, production planning, and risk management. Recognized for clear communication, team alignment, and empathetic leadership.
I have been working in the film and games industry since 2007 as an experienced 3D Generalist and Technical Artist. My main focus was on Environment Art, Shader Development and Tech Direction before transitioning into Project Management and Producing. I was fortunate enough to release multiple online video tutorials, educational articles, and web classes, both personally and in collaboration with LinkedIn Learning. I completed my Bachelors of Arts in Digital Film and Animation at Middlesex University London (MDX).
I am available for job offers, contract work and training.
Skills & Focus
Game Development & Production
Project Management
Agile Development
Scrum & Kanban
Cross-Functional Teams
Stakeholder Management
Budget & Timeline Control
Milestone Planning
Risk Management
Automation / Scripting
Jira Administration
Confluence Administration
ShotGrid Administration
Software proficiency
- Confluence
- Jira
- ShotGrid
- Blender
- Maya
- Unreal Engine
- Unity
- Substance 3D Designer
- Substance 3D Painter
- Quixel Mixer
- Photoshop
- SpeedTree
- Python
- Confluence
- Jira
- ShotGrid
- Blender
- Maya
- Unreal Engine
- Unity
- Substance 3D Designer
- Substance 3D Painter
- Quixel Mixer
- Photoshop
- SpeedTree
- Python
Experience
2022/07 – Present
Associate Producer at Ubisoft Düsseldorf
Lead planning, scheduling, and production strategy for cross-functional teams aligned with overall vision. Coordinate deliverables, milestones, and budgets while proactively managing risks and mitigation plans and manage stakeholders and their expectations.
As an Associate Producer I partner with directors to understand the overall game vision and requirements, create the area of focus’ long-term roadmap and schedule, establish its deliverables, quality targets and key milestones, and define its development strategies and budgets. Collaborating with my production team and cross functional team leads I anticipate risks, coordinate with the team leads regarding contingency plans and ensure that the mitigation is communicated to the team.
- Unannounced Far Cry Title (TBA) | PC, Xbox Series X/S, PlayStation 5
- Avatar – Frontiers of Pandora (2023) | PC, Xbox Series X/S, PlayStation 5
2021/09 – 2022/06
Producer at Klang Games
Defined production pipelines and workflows in collaboration with leads and directors. Prioritized tasks, resolved production roadblocks, and managed resource allocation across teams. Ensured timely delivery of high-quality deliverables within agile development processes.
As Producer I collaborate with the Art Director and Art Team Leads to establish the art production pipeline, workflow and keep the production running smoothly and effectively. My responsibilities also include prioritizing and managing tasks and issues, as well as determining resources necessary to complete the production goals. I am also managing risks, roadblocks proactively both on a day-to-day base and in the long-term, acting as the central information hub of the project’s art production.
- SEED (TBA) | PC
2019/09 – 2021/09
Project Manager / Producer at Effekt-Etage
Led real-time 3D and XR projects for major clients (Volkswagen, BMW, Qiddiya). Designed production pipelines and managed implementation with multidisciplinary teams. Balanced creative goals with technical feasibility and client requirements under tight deadlines.
I planned and managed various projects for major clients, such as Volkswagen, BMW and Qiddiya. Mostly with a focus on real-time environments in Unreal and Unity, I designed the pipeline and also oversaw the later implementation.
2014/04 – Present
Instructor at LinkedIn Learning
As a LinkedIn Learning Instructor, I design and record video courses. I teach various areas of digital content creation with a focus on game development and 3D visualization. So far, my courses have covered 3D scanning, game development, 3D modeling, animation and rendering, as well as PBR texturing.
2016/11 – 2019/08
Head of Game Department at SAE Institute Berlin
Designed curriculum, defined learning goals, planned instructional methods and established evaluation methods. Oversaw program operations, academic planning, and cross-departmental coordination.
I was in charge of managing German and English language courses (Game Art and Game Programming) as well as designing the corresponding curriculum including defining learning goals, planning instructional methods and establishing evaluation methods.
2009/06 – 2019/08
Lecturer at SAE Institute Berlin
Practical and Theoretical classes aligned with the curriculum, focusing on practical skills as well as building a theoretical foundation. Developed and refined teaching materials across various game development disciplines.
As a Lecturer, I have taught both German and English language courses in various areas of 3D content creation. These included software such as 3ds Max, Maya, Blender, Substance, Unity, Unreal Engine and fields such as 3D Modeling, Hard Surface Modeling, PBR Texturing, Rigging, Animation, Engine Implementation, Photogrammetry and Motion Capturing.
2016/05 – 2016/09
Senior 3D Artist at Bertrandt
My tasks included pipeline definition and overseeing the implementation to improve 3D asset creation for photorealistic real-time car visualization of brands such as Volkswagen.
2012/05 – 2014/10
Technical 3D Artist at mymultitouch mmt
My tasks included doing product design for MultiTouch Tables, Interactive VideoWalls and HYPEBOX® – Transparent Displays as well as creating all 3D assets, photorealistic renderings and interactive showroom presentations.
2012 – 2013
Technical 3D Artist at Pixomondo
For the feature film Maya the Bee (2014), I developed a pipeline to exchange data between different software packages while fixing bugs or inaccuracies of existing processes. Furthermore, I worked on the creation of environment assets, characters, animation and texturing.
2011 – 2012
3D Artist at Mister Spex
My responsibilities included product design, creation and engine implementation of virtual eyewear which was presented using an Augmented Reality (AR) showroom and virtual fitting service.
2009 – 2010
3D Artist at Metaversum
My responsibilities included creation and engine implementation of environment assets, props, animation and shaders for the 3D world and 3D chat social community Twinity.
2006 – 2008
3D Artist (Intern) at Ascaron Entertainment
During my internship at Ascaron I created 3D assets and textures for the video game Sacred 2: Fallen Angel (2008).
- Sacred 2: Fallen Angel (2008) | PC, Xbox 360, PlayStation 3