Arrow

WORK_EXPERIENCE

DOWNLOAD CV

Technical/VFX Artist

(Fusion Interactive)

The Netherlands (05/2024 - Current)

Performance Analysis
uenode-skill-arrow
skill-pin-1 Conducted in-depth performance analysis for the game, identifying bottlenecks and areas for improvement
GPU Profiling
uenode-skill-arrow
skill-pin-2 Dug deep into the GPU profiling to find and report performance issues
Performance Optimization
uenode-skill-arrow
skill-pin-3 Optimized many aspects of the game to run smoothly on a variety of hardware configurations
Support Team
uenode-skill-arrow
skill-pin-1 Joined the support squad, tackling everything from UI magic to VFX wizardry to vehicle tuning
Gameplay VFX
uenode-skill-arrow
skill-pin-2 Crafted epic car shield VFX, car destruction and other 'wow' effects
Automation
uenode-skill-arrow
skill-pin-3 Automated the creation of fancy vehicle customization images for the game shop, making shopping time a delight
Asset Structure
uenode-skill-arrow
skill-pin-4 Supercharged game assets with organization and structure
Niagara VFX
uenode-skill-arrow
skill-pin-1 Crafted all the frying, bubbling, chopping, grilling and other cooking tools effects using the Niagara particle system
Blueprints & C++
uenode-skill-arrow
skill-pin-2 Brought gameplay to flavour with a mix of Blueprint seasoning and a little bit of C++ ingredients, making every bite of interaction a delight
Game Sequences
uenode-skill-arrow
skill-pin-3 Spiced up the game with cinematic sequences and smooth level transitions
VR Performance Analysis
uenode-skill-arrow
skill-pin-4 Poped the bottlnecks via conducting performance analysis for VR-specific cousene
Performance Reports & Optimization
uenode-skill-arrow
skill-pin-5 Wrote detailed receipts about performance and shared those with other co-chefs

Technical Artist/Lead 3D Artist

(Team6 Game Studios)

The Netherlands (09/2017 - 05/2024)

Niagara VFX
uenode-skill-arrow
skill-pin-1 Dipped my toes into Niagara and brought the race to life with stylish VFX
Crowd System Enhancement
uenode-skill-arrow
skill-pin-2 Revved up the crowd system, tuning animations and behaviors to run smoother. Consolidated crowd actors into a single one, reducing draw calls and making user-experience sleek
Vehicle Team Support
uenode-skill-arrow
skill-pin-3 Maintained tech art for the cars created by the in-house vehicle team
Optimization
uenode-skill-arrow
skill-pin-4 Turbocharged game performance by fine-tuning assets and systems
Vehicle customization feature support
uenode-skill-arrow
skill-pin-5 Upshifted scripting tools and fine-tuning materials for vehicle customization
Placement Tools
uenode-skill-arrow
skill-pin-1 Smoothed out development with a Blueprint/C++ tool that accelerated track-side object placement
Decal Customization System
uenode-skill-arrow
skill-pin-2 Rolled out a custom decal system, letting cars hit the track with eye-catching designs
Car Shaders & Materials
uenode-skill-arrow
skill-pin-3 Polished Car Shaders & Materials, so the cars can shine on the track
Vehicle Team Lead & Support
uenode-skill-arrow
skill-pin-4 Steered the vehicle team across the finish line
Vehicle Team Lead
uenode-skill-arrow
skill-pin-1 Champed the vehicle team, managed the asset pipeline, and even got my hands dirty creating a few 'beasts' myself
Outsource Team Management
uenode-skill-arrow
skill-pin-2 Kept the external vehicle art teams on track, ensuring they hit the deadlines and our quality standards
Shaders and Materials
uenode-skill-arrow
skill-pin-3 Build and maintained vehicle shaders materials systems which made cars show-room ready
Building Generation (Houdini)
uenode-skill-arrow
skill-pin-1 It was a first ride with procedural building generation system using Houdini, which was a great learning experience for us
Materials & Shaders
uenode-skill-arrow
skill-pin-2 Developed flexible materials for procedutral buildings. This reduced the 'fee' of creating textures for buildings and gave us more flexibility in changing the look of the town
Vertex Animation Effects
uenode-skill-arrow
skill-pin-3 Learned how to bake simulations to textures (VAT) in Houdini
Performance Optimization
uenode-skill-arrow
skill-pin-4 Optimized game performance to make it happen on Nintendo Switch
Outsource Team Supervision
uenode-skill-arrow
skill-pin-5 Steered external art teams and asset delivery, ensuring quality and deadlines were met
Vehicle Team Management
uenode-skill-arrow
skill-pin-1 For the first time supervised internal and external vehicle development teams
Unity HDRP Shaders
uenode-skill-arrow
skill-pin-2 Created and maintained shaders using Unity's HDRP (cutting edge Unity technology at the time)
Performance Optimization, Profiling
uenode-skill-arrow
skill-pin-3 First time digged into world of performance optimization and profiling for Unity
Vehicle Modeling
uenode-skill-arrow
skill-pin-4 Concepted, modeled and implemented in game a few drag racing vehicles
UE4 Shader and Materials
uenode-skill-arrow
skill-pin-1 First time where I was focusing on various materials car paint materials. Reveresed engineered car paint shaders from Unreal Automotive examples and optimzied those for the game needs
Performance Optimization
uenode-skill-arrow
skill-pin-2 The game has to run well on all major platforms, so that we did
DLC Vehicle Creation
uenode-skill-arrow
skill-pin-3 Graduation Poject. Designed and modeled sponsor vehicles for DLC content. During this project full pipeline of complex asset creation was covered from concept to in-game implementation.

Intern

(Team6 Game Studios)

The Netherlands (09/2016 - 09/2017)

Nintendo Switch Optimization
uenode-skill-arrow
skill-pin-1 Small project where we the goal was to optimize the game for Nintendo Switch. We succeded and Monsters Jamed on Switch
Art Optimization
uenode-skill-arrow
skill-pin-2 Some stuff have to be boiled down to the 'core' to make it work on Switch
Lighting otimization
uenode-skill-arrow
skill-pin-3 Bake and Rule
3D Modeling
uenode-skill-arrow
skill-pin-1 While being an Intern created optimized 3D assets for VR applications. Frodo leaves the Shire
Art Optimization
uenode-skill-arrow
skill-pin-2 Helped with optimizing art assets for mobile VR performance. It was an 'epic' battle for an intern
Unity Shader Development
uenode-skill-arrow
skill-pin-3 Wrote a few of custom Cg shaders in Unity for VR applications. Cg (almost) = HLSL

SKILLS_SUMMARY

Main Skills & Software

Unreal Engine
uenode-skill-arrow
skill-pin-1 Skill Primary game engine and development environment since 2018, with extensive project experience
Shaders & Materials
uenode-skill-arrow
skill-pin-2 Skill Specialized in creating high-performance, visually compelling material systems
Blueprints & C++
uenode-skill-arrow
skill-pin-3 Skill Proficient in both visual scripting and native programming for optimal solutions
PCG
uenode-skill-arrow
skill-pin-4 Skill Experienced in procedural content generation for scalable asset creation
Houdini SideFX
uenode-skill-arrow
skill-pin-5 Skill Advanced procedural modeling and automation for complex asset generation
RenderDoc (Graphics Debugging)
uenode-skill-arrow
skill-pin-6 Skill Proficient in graphics debugging and performance analysis
Niagara VFX System
uenode-skill-arrow
skill-pin-7 Skill Designing, creating and integrating optimized particle effects and visual systems
Substance Designer & Painter
uenode-skill-arrow
skill-pin-8 Skill Experience in creating procedural materials and high-quality texture assets
Adobe Photoshop
uenode-skill-arrow
skill-pin-9 Skill Skilled in digital image editing and texture creation workflows

EDUCATION

Saxion University of Applied Sciences
uenode-skill-arrow
education-pin-1 Education Creative Media and Game Technologies. Bachelor of Science. The Netherlands (09/2014 - 07/2018). GPA: 8.6/10 (With Honours And Distinction)
Peter the Great St.Petersburg Polytechnic University
uenode-skill-arrow
education-pin-2 Education Business Administration and Management. Bachelor of Management. Russia (09/2005 - 07/2010). GPA: 4.5/5