I am a Technical Artist and an Unreal Engine Generalist with a diverse experience in the computer graphics and the games industry ranging from handling photogrammetry libraries to developing real-time concert technologies.
I have a mix of technical and artistic skillset which includes 3d modeling and texturing, shader and material creation, and scripting and programming.
My main programming and software expertise are in Unreal Engine, Blender, Python and C++.
Shaders - Wrote shaders for characters, environments, PBR materials, post-processing materials, particle systems, UI and gameplay. Also integration of shaders with systems made with Blueprints and C++.
Crowd - Worked on crowd cloth variation system and on its optimization through shaders. Also worked on the crowd vertex animation pipeline.
Procedural Generation - Procedural scene and animation generation of the Moshpit's Archives Room.
Pipelines
● Worked on the characters' optimization and vertex animation pipelines and worked with programmers for the optimized characters' integration pipeline in the playable version.
● Developed an experimental GeoNodes-Unreal pipeline which utilizes VATs for its optimization.
Scripting - Wrote different scripts for camera sequences like normalizing the camera speed and re-positioning the sequences in the level.
Systems - Developed an audio-reactive DMX lights system.
FX - Concert stage and concert environment effects e.g. fire and smoke, stylized explosions etc.
Sequences and Rendering - Utilized Moshpit’s in-house tools that were built upon sequencer and Movie Render Queue and also made camera rigs and render presets for panoramic and stereoscopic rendering.
Integrations - Effects integration in Moshpit's in-house effects system and integration of the concert systems like the fireworks, lighting, camera system, crowd, shaders and Metahuman in the new levels.
Third-party Integrations
● Avaturn characters integration and customizations. ● MetaTailor workflow development with Unreal Engine’s Metahuman.
● Created multiple 3d assets and environments (in Unity) for their VR neurofeedback system.
● 2d/3d concepting and designing for the narrative and the overall experience for their VR environment.
I worked on the Quixel Megascans Integrations Project.
● Enhanced, maintained and documented Quixel Bridge's Blender Integration/Plugin.
● Created Shader Setups for the Blender Integration.
● Implemented features like UDIMs and multi-material support in the integration.
● Collaborated with the Engineering (Bridge), Product, Support and QA Departments on cross-team tasks.