Tech Artist
Bridging Creative Vision & Real-Time Production
I work at the intersection of art and engineering — validating Unity tools built by developers, optimizing assets for real-time mobile environments, and supporting shader and material workflows across 30+ simultaneous game projects.
What I Build
Custom Shaders
Particle/Alpha · UV Tiling & Offset · Transparency · Unlit · ShaderGraph
Editor Tools
Asset Exporters · Data Duplicators · ScriptableObject Editors · Pipeline Automation
Runtime Components
Bone Remapping · Clothing Sync · Blend Shape Propagation · Character Systems
AI-Assisted Dev
Rapid prototyping · Shader scaffolding · Tool generation · Fast iteration
My Portfolio
A selection of my work in Tech Art, 3D, motion design and game development

Marvel Strike Force – In-Engine Character Animation
In-engine character animations for Marvel Strike Force playable ads, developed at Sett using original rigs and AI-assisted voice-over production.

Alien Invasion – Playable Ads & Unity Motion
Playable ads for Alien Invasion combining Unity mechanics with cinematic motion design, produced at Sett within a 2-day turnaround.

Playable Ads & Motion Design Reel – Sett
Motion design reel featuring in-engine playable ads for Marvel Strike Force and Alien Invasion, showcasing performance-driven mobile campaigns.

Cat Match – Stylized Mobile Game
Casual mobile game released in Brazil with ~1,000 daily active players. Fully responsible for characters, UI, icons, textures, levels, and progression.

Back to Home – Stylized Mobile Runner
Stylized endless runner in Unity with original characters replacing the template's defaults — fully modeled, textured, and animated for real-time mobile.

Stylized Game Character – Real-Time (Sketchfab Staff Pick)
Low-poly stylized character optimized for Unity mobile, selected as Sketchfab Staff Pick. Modeling, retopology, UVs, rigging, and integration.

Stylized Mobile Character – Horror Girl
Creepy stylized character with a cartoon-horror aesthetic for mobile, featuring handpainted textures and full real-time integration.

Stylized Mobile Character – Horror Kid
Creepy cartoon kid character for a mobile horror game prototype, inspired by Hello Neighbor. Concept to real-time model with handpainted textures.

Stylized Character – Customizable Unity Asset (Maritza)
Fully customizable stylized character for the Unity Asset Store with hair, skin, and clothing variations plus a UV-offset expression system.

UE5 Level Design – Hall Arena
Multi-layered arena environment for an indie shooter built in UE5, designed for vertical gameplay with dynamic sight lines.

UE5 Level Design – Prison Arena
Compact arena for an indie shooter in UE5 with multiple action layers — the most liked project on my ArtStation.

FoxCode – Game Logo (3D)
3D game logo for FoxCode, modeled in 3ds Max and textured in Substance Painter based on an AI-generated concept.

FoxCode – Gameplay Trailer (Unreal Engine)
Gameplay trailer for FoxCode, available on the Epic Games Store — camera direction, scene rendering, and final editing.

Geekcats – Cartoon IP Illustrations
Original cartoon IP developed over 11 years — characters later adapted into mobile games Cat Match and Back to Home.

Handpainted Stylized Character for VR – Bud Girl
Stylized VR character based on a concept by Anna Maystrenko — fully handpainted, real-time optimized, with video render presentation.
Experience
Click any role to expand the full case study
The Challenge
Simultaneously managing 30+ live Unity projects for performance marketing — each with different game mechanics, technical constraints, and art styles — while ensuring quality and speed across the full production pipeline.
My Approach
Built repeatable protocols for each stage of the pipeline: asset integration, Unity module testing, and QA before artist handoff. Collaborated daily with engineers to catch tool issues early, keeping the creative team unblocked and reducing back-and-forth between departments.
The Outcome
Delivered consistent, production-ready assets across 30+ game titles simultaneously. The bridge role became a model for how technical and creative pipelines can operate in sync — reducing rework and accelerating delivery cycles.
My Skills
Tools and technologies I use in my creative workflow
3D & Tech Art
Texturing & Rendering
Motion & Video
AI & Pipeline
Also work with
Tech Art Tools & Shaders
A selection of Unity scripts and shaders I've built to solve real production problems — developed with AI assistance to move fast and ship reliable tools.
Asset Exporter
Unity Editor Tool
A Unity Editor tool that exports clean prefabs from any project. Strips non-whitelisted components, saves meshes/materials/textures as standalone assets, and can optionally replace scene objects or generate a new .unity scene — all configurable via a ScriptableObject settings panel.
Character Clothing Sync
Unity Runtime Component
A Unity MonoBehaviour that automatically remaps clothing bones to the character skeleton — works in both Edit Mode and Play Mode. Handles custom skeletons (hair, accessories) gracefully, reparents unmatched bones by proximity, and syncs blend shapes so body customization always propagates to equipped outfits.
Woodoku Data Export
Unity Editor Tool
A Unity Editor tool for deep-duplicating interconnected ScriptableObject assets. Solves the problem of duplicated Tileset/Polyominoes pairs keeping stale GUID cross-references by scanning and remapping raw YAML after copy — ensuring cloned assets correctly point to each other instead of the originals.
Particles Alpha Shader
Unity Custom Shader
A transparent particle shader with tiling, UV offset, tint color, and brightness multiplier. Fully supports Unity's Particle System vertex colors (Start Color, color-over-lifetime) and renders in the Transparent queue with ZWrite Off — no sorting artifacts, no scene lighting interference.
Ready to hire a Tech Artist?
Download the CV tailored for Tech Art and pipeline roles — covering Unity, Unreal, tool validation, and real-time asset production.
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Get in Touch
Have a project? Want to collaborate? Or just want to say hi? Send me a message!
Let's create something amazing together
Open to consulting, teaching, and long-term contracts. I usually respond within 24 hours.