4.5 years of commercial experience on PC and mobile. Unity, Unreal, Blender, Substance. Optimization, profiling, shaders, modeling, texturing, lighting, C# programming, rendering pipelines.
Mauris, Technical Artist |
Aug. 2022 - Current
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Remote, Kyiv
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• Optimization and profiling. Achieved 60 FPS on GTX 1060.
• Memory and load time optimization with mipmap streaming, shader prewarming
• Shader graphs, custom passes, VFX
• Lighting, GI and environment art
• Editor tools and art pipeline
• Mentoring junior tech artist
Developers Unknown, Technical Artist |
Feb. 2021 - Aug. 2022
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Remote, Moscow
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• Performance, memory and temperature profiling on device: RenderDoc, PerfDog, Unity profilers
• Shaders in Amplify Shader Editor
• Editor tools
• Improving characters and skins pipeline
• Converted to Universal Render Pipeline
• Environments optimization
Nascar Heat 5 (Released)
•Optimized scenes and geometry for the Switch port
Mail.ru, Level Artist |
June 2020 - Feb. 2021
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Remote, Moscow
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• 2D metroidvania for PC, Switch, PS and XBOX in Unity. Using Blender for level art.
• Created 30 levels in various biomes using existing sprite sheets.
SArt, Technical Artist |
Nov. 2019 - Mar. 2020
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Moscow
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• Developed an interactive showroom for Aeroflot's exhibition of their new plane.
• Historical forts reconstruction visualization.
Self employed, Indie Developer |
June 2015 - Nov. 2019
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• Gameplay programming, tech art, environment art and game design
• Participated in game jams using Leadwerks Game Engine
Indie startup Kingfisher, Unity Developer / Technical Artist |
Dec. 2014 - June 2015
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Remote, Germany
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• Unannounced first person survival
Auto-Staccato |
2015 - 2023
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• Guitar Hero style Rhythm Game with auto music analysis.
• First ever Rhythm Shooter game mode.
• 15 various environments well optimized for low end PCs. All modeled by me.
• Developed solo using Unity.
Scream School |
Sept. 2018 - July 2019
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Moscow Power Engineering Institute |
2016 - 2020
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