Gregory Seguru
Technical Artist
+995 555 73 00 53

4.5 years of commercial experience on PC and mobile. Unity, Unreal,  Blender, Substance. Optimization, profiling, shaders, modeling, texturing, lighting, C# programming, rendering pipelines.

Employment
MaurisTechnical Artist
Aug. 2022 - Current
Remote, Kyiv
Corsairs Legacy (Released)

• 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 UnknownTechnical Artist
Feb. 2021 - Aug. 2022
Remote, Moscow
Mercs - mobile multiplayer TPS (In development)

• 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.ruLevel Artist
June 2020 - Feb. 2021
Remote, Moscow

• 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.

SArtTechnical Artist
Nov. 2019 - Mar. 2020
Moscow
Unreal Engine development, shaders, modeling, lighting.

• Developed an interactive showroom for Aeroflot's exhibition of their new plane.

• Historical forts reconstruction visualization.

Self employedIndie Developer
June 2015 - Nov. 2019
• Solo developed a rhythm game in Unity called Auto-Staccato. Released on Steam.

• Gameplay programming, tech art, environment art and game design

• Participated in game jams using Leadwerks Game Engine

Indie startup KingfisherUnity Developer / Technical Artist
Dec. 2014 - June 2015
Remote, Germany
• Developing gameplay, creating terrains, implementing art in Unity

• Unannounced first person survival

Skills
Software: Blender, Substance Painter, Substance Designer, Photoshop, Unity, Unreal Engine, C#, Lua, Profiling, RenderDoc, Shader Graphs, Optimization, VFX Graph
Art: Hard surface, Texturing, Baking, Level Art, Lighting, 3D Modeling
Projects
Auto-Staccato
2015 - 2023

• 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
Game Art
Moscow Power Engineering Institute
2016 - 2020
Business Informatics - unfinished