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Technical Artist

Technical Artist bridging art and engineering in Unity through production tooling, VFX, shaders, UI/HUD and mobile optimization.

  • Editor Tools & Pipelines
  • VFX & Shaders
  • UI / HUD
  • Rigging & Animation
  • Mobile Optimization

Featured Work

All Work

Co-Founder & Technical Artist

BER3D - Mobile Optimization

A shipped title taken from ~600K to ~100K shader variants and a ~450 MB to a ~270 MB build - without changing the look.

  • Shaders
  • Optimization
  • Production
Technical Artist

Vertigo Games - Production Technical Art

Live-ops tooling, production VFX, UI/HUD and optimization on live mobile shooters, plus character animation setup on Polygun Arena.

  • Editor Tools
  • VFX
  • UI / HUD
  • Animation & Rigging
  • Optimization
Co-Founder & Technical Artist

EONEvolve - Own Studio

Two shipped mobile titles run end to end - technical art, UI, shaders, art direction, production and monetization.

  • Shaders
  • UI / HUD
  • Production
Personal Work · Lab

R8 Revolver - Maya Rig & Animation

A revolver rig built with clean, constraint-driven controls, then animated in Maya - the industry-standard toolchain for character and prop animation.

  • Animation & Rigging
Personal Work · Lab

Makarov Pistol - Maya Rig & Animation

My first rig, built and animated in Maya - a weapon-only pass, no hands.

  • Animation & Rigging

Technical Art Focus

Editor Tools & Pipelines

Unity Editor tooling, ScriptableObject setup, Addressables and asset conventions that turn slow manual content work into repeatable pipelines.

VFX & Shaders

Production VFX with Unity Particle System, and shader/material work in Shader Graph and Amplify Shader Editor, built to stay inside a mobile budget.

UI / HUD

Production UI and HUD implementation, responsive layouts across device sizes, and animated interfaces including Spine-driven UI.

Mobile Optimization

Measurement-driven work on shader variants, build size, atlases, particle budgets and quality scaling, validated on mid-tier devices.

About

I solve production problems that sit between art and engineering: making content pipelines repeatable, keeping visual quality intact inside a mobile budget, and giving artists and designers tools they can ship with. Most of my work starts with a bottleneck someone else is stuck on.

More about how I work →

Let's build something that looks great and runs fast.

Open to Technical Artist roles and collaborations.