TM

Tomoya Miwata

Available to hire

As a Technical Artist on video game projects, I have been helping the team to balance visual quality with technical performance.

About

As a Technical Artist on video game projects, I have been helping the team to balance visual quality with technical performance. I focus on developing systems and tools to improve in-game pipelines, as well as documenting the best practices for the artists across a variety of projects.

I am very interested in the VFX Artist position. Here are the highlights that would fit well with what your team needs.

VFX System Architecture (Niagara): With my experience in system development, I build robust system architectures. For example, I developed a Gaussian Splatting plugin for VFX which is approved by the Unreal Engine Official Marketplace, using C++, Blueprints and Niagara. This plugin automates the pipeline that converts an original binary file to Niagara particles, and adds the gameplay VFX on top of them.

Optimization: My passion is identifying bottlenecks and delivering solutions to maintain a target frame rate. On PC, I have refactored materials and shaders to reduce GPU costs. For mobile, I have minimized real-time calculations by baking data and replicating heavy simulations with lightweight, optimized solutions.

Through my experience on video game projects, I work closely with different teams such as gameplay programmers, artists and level designers. This makes development more efficient and ensures the design and technical teams work together smoothly.

I appreciate your attention to my application and I would be thrilled to meet with the team to discuss in more detail how I can contribute to the project.

Best regards,

Tomoya Miwata

  • 6 years' experience
  • Joined April 2026

Languages

  • EnglishFluent
  • FrenchIntermediate
  • JapaneseFluent

Industry experience

  • Gaming
  • Media & Entertainment
  • Software & Internet
  • Professional Services
  • Other

Work experience· 8 roles

Technical Artist · The Clovers & Claws by Vincenzo Spina (Freelance)Feb 2026 – Present · 10 mos

Asset optimization and bug fixes on a stylized open world game in Unreal Engine. Profiled maps using Unreal Insight and stat commands; documented best practices for artists for UE5 features such as Nanite, Virtual Shadow Maps, Lumen and World Partition. Refactored Master Material and Material Instance hierarchy to minimize GPU cost for Nanite. Created a realistic balloon system with Niagara by integrating a custom collision and string constraints. Optimized a foliage pipeline in PCG using Runtime Virtual Textures for landscape height and layer data. Automated asset conversion pipelines for optimization using Python and Editor Utility Blueprints.

Technical Artist (VFX) · Hiboka by Flying Carpets Games (Freelance)Oct 2025 – Present · 1 yr 2 mos

Gameplay VFX on a horror-style AA game in Unity. Implemented various visual effects including disintegration, metal sparks, smoke, and destruction. Created trim sheet textures for mesh assets in Blender to reduce texture streaming costs. Minimized overdrawing by balancing transparent and masked materials based on visual priority. Optimized shaders by baking complex math into textures using Houdini and TouchDesigner. Created destruction assets in Houdini and integrated them into a particle system, reassembling them using exported position data.

Technical Artist · Digital Stick LLC (Freelance)May 2024 – Aug 2025 · 1 yr 4 mos

VFX systems and optimization on mobile applications. Replaced Unreal Engine's native collision system with a custom C++ solution to improve user control and reduce the number of calculations on mobile. Saved 3 ms on GPU by replacing vector field fluid effects with simple noise-based particles. Environment tools and optimization when porting project from PC to console. Procedural grass using multi-buffer shaders, enabling each blade to respond to audio. Contributed to landscape generation using real-world geographical data in Houdini. Reduced memory usage by storing VFX spawn data in side vertex colors instead of separate textures.

VJ & Lighting Technologist · ShyLabs LLC (Freelance)Apr 2023 – Dec 2025 · 2 yrs 9 mos
Gameplay Programmer · Loftia by Qloud Games (Freelance)Feb 2023 – Mar 2024 · 1 yr 2 mos
Creative Technologist · Backyard Symphony (Freelance)Jan 2023 – Sep 2023 · 9 mos
Founder / Tools & Plugins Publisher · Miwa Maroon StudioJun 2020 – Present · 6 yrs 6 mos
Creative Technologist · TAKI Corporation (Freelance)Apr 2020 – Jan 2023 · 2 yrs 10 mos

Education

Diploma of Vocational Studies in Graphic Design · Centre de Technologie Rosemont2024 – 2025
Bachelor of Engineering and Design · Hosei University2016 – 2020

Certifications and awards

Deep Learning AI TensorFlow Developer Professional Certificate2022 – 2026

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