I'm a Generalist Technical Artist with a passion for building pipelines that make game development faster, prettier, and more efficient.
My journey into gamedev started in the early 2000s with map editors, and it never stopped. Today I specialize in Unreal Engine — from materials and Niagara VFX to Blueprint systems and Python-based tooling. I bridge the gap between art and engineering, ensuring every pixel serves both aesthetics and performance.
As an Epic Games Authorized Instructor (GOLD), I lead a developer community of 1,000+ members and run workshops for both beginners and seasoned professionals. I've shipped multiple titles on Steam and continue pushing the boundaries of real-time rendering.
UE 4.26 — 5.6. Blueprints, Materials, Niagara, Sequencer, Nanite, Lumen, Runtime Virtual Textures.
Particle systems, GPU simulations, mesh emitters, dynamic materials, fluid simulations, environmental FX.
Custom material functions, post-process effects, vertex displacement, procedural textures, render targets.
Pipeline automation, custom editor tools, asset management scripts, batch processing, CI/CD integration.
Lumen GI, ray tracing, light baking, volumetric fog, cinematic lighting setups, color grading.
Level blockout, modular kits, terrain sculpting, foliage systems, world composition, performance budgets.
Blender, Substance Painter, Marmoset Toolbag. Asset creation, texturing, baking, PBR workflows.
Git, Perforce. Branching strategies, LFS, merge workflows, CI/CD pipelines for game projects.
Cinematics, animation blueprints, state machines, IK/FK setups, Sequencer-driven cutscenes and trailers.
Unreal C++ extensions, Unity C# scripting, gameplay systems, physics, UI — and C++ plugin development for editor tooling.
Practical AI integration for gamedev: Stable Diffusion workflows, LoRA training, LLM prompt engineering, AI-assisted asset generation, ComfyUI pipelines, and AI NPC behaviours in UE5.
Photoshop, Premiere Pro, After Effects. Compositing, video editing, motion graphics, texture painting.
Epic Games Authorized Instructor GOLD. Workshops, community leadership, curriculum development, code reviews.
Environments, VFX, lighting, cinematics, and gameplay systems crafted in Unreal Engine.
Published titles on Steam — from horror narratives to physics-based platformers.
First-person adventure horror with puzzles, RPG elements, and a poly-antagonism system. A punk rock singer trapped in a fantastical world.
Narrative walking simulator with horror elements set in the post-Soviet era. A government agent with amnesia reconstructs his past.
Adventure platformer investigating an abandoned high-tech entertainment complex. Gravity gun, scientific puzzles, and retro mini-games.
Foddian climbing platformer with triple jump mechanics. Every mistake sends you back to the start. Online co-op support.
Psychological horror inspired by real manifestations of mental disorders. Voice-controlled gameplay and psychedelic environments.
Post-apocalyptic multiplayer madness. A ragtag crew of survivors somehow made it through the end of the world — and they're still looking for somewhere safe. Fast, chaotic, and built on pure spite.
Tools built to streamline game publishing pipelines — from editor to storefront in one click.
One-click build and deploy from Unreal Engine directly to Steam. Eliminates the manual SteamPipe routine — configure, package, and push with Steam Guard confirmation, without leaving the editor.
One-click packaging and upload from Unreal Engine to itch.io via official Butler CLI. API key or password auth, channel & version management, real-time progress notifications — all from the editor toolbar.
VFX packs and smart assets for Unreal Engine — published on the Epic Games FAB marketplace.
Advanced insect swarm VFX system for Unreal Engine. Realistic flocking behaviour, customizable species, GPU-accelerated particle simulation for spiders and cockroaches.
Procedural spider swarm system — web trails, scatter on impact, climb surfaces. Dynamic spawning with event-driven behaviour. Drop into any UE5 project.
Scatter and swarm cockroach simulation. Reactive to light, player proximity and events. Highly optimized GPU simulation with customizable density and speed.
Blueprint-powered modular assets with built-in logic. Self-contained interactable objects — plug into any project with zero setup. Padlock, trigger systems, and more.
A collection of real-time VFX, shaders, and technical art experiments — built in Unreal Engine.
Procedural fluid simulation — blobs morph and rise like a lava lamp. Mouse pushes and distorts the fluid field in real time.
Fluid Sim / MaterialAutonomous agent swarm with flocking behaviour (separation, alignment, cohesion). Insects scatter from the cursor and regroup.
Agent AI / NiagaraGPU-driven vertex displacement for stylized water surfaces. World-position-based animation with foam line detection.
Material / World PositionMatrix-inspired cascading character system with depth-based blur and bloom. Configurable speed, density, and character sets.
Niagara / Post ProcessInfinite-zoom Mandelbrot set with smooth coloring and mouse-driven exploration point. Real-time fractal rendering on GPU.
HLSL / ComputeSigned distance field raymarching with smooth unions, ambient occlusion, and dynamic lighting. Real-time 3D from a flat shader.
Raymarching / SDFOpen to collaborations, contract work, and interesting projects.