Technical Artist with 11 years of experience in the gaming industry, specializing in environment design, world building, and rapid prototyping.
With a strong background in 3D modeling, texturing, and asset creation, allowing me to fully understand both the creative and tech demands of level design, world-building, and platform limitations.
Leveraging my C# knowledge, Develop tools that streamline workflows, empower artists, and bridge the gap between art and design. I am deeply committed to game optimization, ensuring that environments not only look stunning but also run smoothly and efficiently.
I’m always seeking opportunities to collaborate with cross-functional teams and contribute to projects where technical artistry, creativity, and innovation come together to shape extraordinary worlds.
-- Leading Team
-- Unity Tech Art
-- Game Optimization
-- World Building
-- Decision Making
-- Providing ideas to new features
-- Task management
-- Bridge between Design and Engg team
Mobile Games for Android and iOS
Contributed to the successful launch of mobile titles such as School Bus Simulator Drive, Driving Academy: Car Simulator, Driving Academy 2, City Taxi Driving, Real Car Racing, and High School Driving.
My Responsibilities -
-- Environment and Props Modeling and Texturing.
-- Optimizing assets to meet game requirements and platform limitations.
-- Importing assets into Unity, creating prefabs, and maintaining a structured folder system and nomenclature for seamless development workflow.
-- Creating immersive environments ensuring high-quality visuals while optimizing performance.
-- Assigning correct layers to assets and ensuring proper settings for baking and occlusion culling.
-- Configuring texture compression settings to optimize memory usage and loading times
-- Lighting setup, including light baking, occlusion baking, and per-layer culling to improve visual quality and performance.
-- Testing and validating custom shaders, providing feedback on performance and visual output.
-- Troubleshooting and solving technical issues/bugs.
-- Ensuring proper quality settings and performance optimization to provide smooth gameplay across different mobile devices.
-- Collaborating closely with game designers and developers to ensure a smooth, efficient workflow and timely project delivery.
Project: THE MED LIFE (PC Platform)
My key responsibilities included:
-- Modeling low and high poly props and environment assets.
-- Texturing with all relevant maps (albedo, normal, roughness, etc.) to ensure high-quality visual standards.
-- Importing and validating assets within Unity game engine, ensuring correct nomenclature and building an organized asset library for efficient production use.
-- Prototyping and finalizing environments/levels in the game engine, following initial sketch layouts while maintaining optimization and adhering to technical settings.
-- Lighting and occlusion baking to enhance scene realism and performance.
-- Testing, identifying issues, and solving bugs.
-- Collaborating closely with the Art and Development teams to ensure smooth coordination.