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Sam Gebhardt

After graduating from the Savannah College of Art and Design, I began my career in 3D visualization, helping implement cutting-edge tools for the interior design department at Gulfstream Aerospace on the GV program. Driven by a lifelong dream of working in film and television, I moved to Los Angeles and joined Tim Miller, director of Deadpool at Blur Studio , contributing to projects for Nickelodeon, Disney, Warner Bros., and more. In 2002, I relocated to San Francisco to work on Shrek 2 at DreamWorks, followed by roles at Sony Pictures on Open Season and The Aviator. Seeking a shift toward concept design, I moved to Austin, TX, to work with Joe Madureira at Vigil Games, NCsoft and many others on projects including, Call of Duty: Black Ops II, Darksiders, Tabula Rasa, 

Since 2012, I’ve been developing immersive experiences in virtual and augmented reality using Unity and Unreal Engine. I taught Unreal Engine in the animation department at ArtCenter College of Design in Pasadena, and went on to found two companies at the intersection of XR and training: VRPatients, focused on immersive medical education, and Aemulus-XR, an AR-driven simulation platform for tactical combat casualty care.

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