I am character oriented technical artist who focuses on pipelines dev and optimization. I enjoy automating processes, creating tools, visualizing data and pushing visual features. I have experience working with large and small scale teams, delivering on production milestones and shipping titles and cinematics. I thrive in a collaborative environment, where I can learn and pass on knowledge.
Establishing pipelines (asset modularity, character aggregation, SP shaders, engine integration)
Ownership of character performance and memory budgets (LODs, mesh & texture optimization, metrics visualization)
Tools development (outfit refitting, deformation, batch processing of assets, asset validation)
Close collaboration with Character Art, Tech Anim, Rendering and Lighting departments
Documentation & workshops for art teams (texture compression, proprietary tools tutorials, code reviews)
Visual and technical authoring of open world characters (quests, settlements, creatures & player)
Closely working with directorship (ensuring technical decisions align with desired visual direction)
Authoring shaders and geometry, optimising assets (textures, mat IDs, materials, UVs, mesh settings)
Technical and artistic leadership on cinematics, creation of VFX, Lighting and Post Process effects
Development of in-engine(UE) scripts and tools. Projects’ setup (Unity & Unreal)
R&D of next-gen technology (RTX, Lumen, Nanite). TechArt reviews of external projects
Processing CAD data for runtime rendering. Creation of large realtime worlds using GIS
Establishing workflows from offline rendering V-ray to Unreal Engine
Developing automation tools for UE4 (spreadsheet to timeline, traffic system, data visualization)