About

Coulter Heiberger

Technical Artist

I build real-time systems for spatial environments: terrain, architecture, simulation, and interactive experiences. Most of the work starts with real-world data, processed into environments that hold up at 1:1 scale under true coordinates.

Real-time 3D · Geospatial pipelines · Interactive systems

Coulter Heiberger, smiling, in glasses and a light blue collared shirt against a warm stucco wall.

The practice

I came to this from computer science and game design before moving into architecture, and I approach visualization the way a developer approaches software, as pipelines and data and systems rather than one-off deliverables.

Most of the work starts with real-world data. I process public geospatial datasets into environments that hold up at 1:1 scale under true coordinates, and pick the rest of the toolchain to fit the project rather than the habit. Deliverables run from rendered sequences to playable builds to streamed and cloud-hosted applications with authentication and a live database behind them.

The infrastructure matters as much as the output. I work in version-controlled pipelines, build automated ingestion from design and survey data, and document workflows so they survive past a single project and a single person. The same pipeline that turns site data into a design visualization also underpins digital twins, synthetic training environments, and interactive experiences, which is where I find the work most interesting.

Experience

Capabilities

Engines and real-time
Unreal Engine, Blueprint, Nanite, Lumen, Substrate, Mega Lights, PCG, World Partition, Sequencer, Pixel Streaming
Geospatial
Cesium, QGIS, GDAL, ArcGIS, Reality Capture, drone photogrammetry
Content and DCC
Houdini, Substance, Rhino, Revit, 3ds Max, Blender
Pipeline and backend
Perforce, Git, Firebase, Cloudflare, Google Cloud

Education

Minneapolis, Minnesota