Ró  García
Ró García
Technical Artist
Montevideo, Uruguay

Technical Artist and 3D Generalist with AAA and Indie game development experience on PC, Console, and Mobile platforms. Over five years of experience in modeling, texturing, and technical duties. I’m always looking for the next big challenge. A natural-born problem solver, I’m a curious, detail-oriented person who restlessly tries to learn from each experience to grow my skill set and value as a professional.

Resume PDF

Skills

3D ModelingTexturingRenderingProcedural ModelingPython ScriptingPerformance OptimizationPerformance ProfilingGame DevelopmentTechnical Art

Software proficiency

Houdini
Houdini
Blender
Blender
Unreal Engine
Unreal Engine
Maya
Maya
3ds Max
3ds Max
Substance 3D Painter
Substance 3D Painter
Python
Python
Photoshop
Photoshop
Illustrator
Illustrator
After Effects
After Effects
SpeedTree
SpeedTree
DaVinci Resolve
DaVinci Resolve

Productions

    • Video Game
      Wardens Rising
    • Year
      2025
    • Role
      Procedural Technical Artist
    • Company
      Big Moxi Games
    • Video Game
      Gold Fever - The Promised Land
    • Year
      2022
    • Role
      Technical Artist
    • Company
      Bitter Cherry Productions

Experience

  • Technical Artist at Globant Games Studio
    Montevideo
    July 2023 - Present

    - Co-development for a AAA title on console & mobile (Nintendo Switch, Android, iOS).

    - Performance optimization for Console & Mobile (Shaders, Memory, LODs, Poly counts, Texture resolution, Texture streaming) to meet the memory budget and frame time requirements of (4GB / 33ms).

    - Pipeline tools development (Blueprint & Python scripting).

    - Performance profiling (Unreal Insights, Unreal CSV Profiler).

    - Frame debugging ( RenderDoc, Microsoft PiX, Nintendo proprietary tools)

  • Procedural Technical Artist at Big Moxi Games
    December 2022 - July 2023

    Houdini integration to Pipeline

    Procedural Modeling

    Procedural assets creation (HDA)

    Houdini Engine for Unreal tools creation

    RBD & Cloth Simulation

  • Technical Artist at Goldfever.io
    April 2021 - December 2022

    Assets integration inside Unreal Engine.

    Vegetation modeling (SpeedTree).

    Cinematic grooming

    Shaders creation.

    Blueprint Utilities tool building.

    Hard surface rigging.

    Cloth & RBD Simulations.

    Animation re-target (Houdini).

    Profiling & Performance Management.

    Blender add-ons creation (Python).

    Educate artists in good practices and new workflows.

  • Layout Artist at Trapiche Estudio VFX
    Havana, Cuba
    December 2020 - April 2021

    Create 3D layouts and 3D animatics from storyboards for and upcoming TV series.

  • 3D artist at Astronewt LLC
    Santa Fe, New México
    May 2020 - December 2020

    Hard Surface Modeling, PBR Texturing.

  • Blender Instructor at Instituto Superior de Diseño (ISDi)
    Havana, Cuba
    February 2015 - August 2015

    Professor in charge of introduce Blender and Open Software to Industrial Design students.

  • Industrial Designer at Mecatronics R&D Center
    Havana, Cuba
    September 2012 - November 2014

    Concept, CAD Design & Visualization of radar and communication antennas.