Resume
I'm a Technical Artist with a wide understanding of game development thanks to my degree and a background in art through self study an work. I'm interested in creating appealing visuals through art and code, and keeping projects tidy and performant. Nerd of all things games and fiction.
Skills
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Game Engines
Lighting, Shading, VFX and Animation, aided by tooling to facilitate the process and profiling to ensure performance.
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3D Modelling
Creation and optimization of 3D art for game engines and a deep understanding of the game art pipeline.
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Texturing & Shading
Creation of efficient Shaders and Textures, both painted and procedural.
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Scripting
Solid understanding of OOP and event-driven programming in order to bring Art to life.
Experience
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BeXR - Technical Artist
2025 - PresentReleased a Location Based VR project: Navidades Inmersivas.
· Tasked with mantaining stable performance in Unity 3D for VR.
· Taught & Aided film 3D artists on best practises for real time.
· Created flexible production pipeline that adapts to existing 3D Artists workflows.
· In Engine work: Lightmapping, Shading, VFX, Sequencing & Animation. -
Mallorcair - Errand Runner
2024Worked at a private aviation land operations company assisting in daily tasks and customer service.
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4Forces - 2D Artist
2020 — 2024Worked as the sole artist for an unreleased card game, 4FORCES.
· Painted Concept Art and illustrations for all cards.
· Designed the visual language of the game: Icons, card borders, visual identity, logos.
· Created marketing content for social media, including video edition, promotional art, and 3D mockups.
Education
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Postgraduate Course: Technical Artist for Video Games
Centre de la Imatge i Tecnologia Multimèdia - UPC
2024 — PresentImparted by Tech Artists from Socialpoint, the course focused on optimization, lighting, shading and VFX within Unity, with special attention to performance on mobile and low-spec devices.
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Degree in Videogame Design and Development
Centre de la Imatge i Tecnologia Multimèdia - UPC
2018 — 2023Four year learning all fields of game development, giving me a solid foundation of the entire game pipeline, with a focus on coding on large team project emulating studio environments.
My toolbag
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Game Engines (Unity)
· Shading: Knowledge of the render pipeline, ShaderLab and Shadergraph to create lightweight effects and custom shaders.
· Lighting: Lightmap and Light Probe/APV baking, realistic and stylized, informed by solid foundations of illumination in art and physics.
· Scripting:
· Tooling: Expand the Unity Editor to facilitate and automate tasks, freeing time for developers and artists and avoiding boredom-induced errors.
· Art Optimization: Modifying Textures and models to preserve visuals at a fraction of the cost.
· Animation: Animation Controllers for smooth character animation and Scripting with tools such as DOTween for UI and other non-rigged objects.
· Profiling: Understanding of Memory, CPU and GPU profiling to detect the origin of bottlenecks, assess performance gains and distribute load. -
3D Modelling
Blender, ZBrush, 3DS Max, Maya.
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Texturing
Substance Painter, Substance Designer, Blender, Adobe Photoshop.
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programming
Experience coding C++, C#, Python, HLSL/Shaderlab, visual programming in Shadergraph and Amplify Shader Editor.
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Illustration
Adobe Photoshop, Adobe Illustrator, Krita, Procreate, Traditional Media.