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.
- 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)
Houdini integration to Pipeline
Procedural Modeling
Procedural assets creation (HDA)
Houdini Engine for Unreal tools creation
RBD & Cloth Simulation
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.
Create 3D layouts and 3D animatics from storyboards for and upcoming TV series.
Hard Surface Modeling, PBR Texturing.
Professor in charge of introduce Blender and Open Software to Industrial Design students.
Concept, CAD Design & Visualization of radar and communication antennas.