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

Tomoya Miwata

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

Available to hire

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

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Language

English
Fluent
French
Intermediate
Japanese
Fluent

Work Experience

Technical Artist at The Clovers & Claws by Vincenzo Spina (Freelance)
February 1, 2026 - Present
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) at Hiboka by Flying Carpets Games (Freelance)
October 1, 2025 - Present
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.
Founder / Tools & Plugins Publisher at Miwa Maroon Studio
June 1, 2020 - Present
Published 'GSX Shadows', a Gaussian Splattering plugin for VFX in Unreal Engine (C++/HLSL), approved by FAB and featured by major industry media, Radiance Field. Developed an audio-reactive Unreal Engine plugin in C++ that analyzes music frequencies to drive actor parameters via a custom Slate UI. Built a Python spine tool in Unreal Engine to generate geometric shapes, avoiding manual editing. Runs an Unreal Engine and Touch Designer tutorial channel (4,000+ subscribers), successfully generating over 50 freelance client projects.
VJ & Lighting Technologist at ShyLabs LLC (Freelance)
April 1, 2023 - December 1, 2025
Real-time VJ and lighting systems for live music events. Designed and implemented an intuitive UI system in Touch Designer for non-technical operators. Optimized system architecture to maintain 60 FPS by minimizing CPU-GPU data transfer costs.
Technical Artist at Digital Stick LLC (Freelance)
May 1, 2024 - August 1, 2025
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.
Gameplay Programmer at Loftia by Qloud Games (Freelance)
February 1, 2023 - March 1, 2024
Implemented a scavenger hunter mechanic featuring item collection synchronized across all clients. Integrated item-tracking widgets into an existing UI system using event-driven architecture in Blueprints.
Creative Technologist at Backyard Symphony (Freelance)
January 1, 2023 - September 1, 2023
Automated LiDAR calibration with a custom Touch Designer tool, achieving a 4x reduction in setup time. Developed a C++ plugin in Touch Designer to support LiDAR integration for interactive installations.
Creative Technologist at TAKI Corporation (Freelance)
April 1, 2020 - January 1, 2023
Developed systems and tools for interactive installations, AR and virtual production. Built a human-tracking system integrating AI models to synchronize visuals with human movement. Integrated MVVM architecture in Unity to work independently with UI designers.

Education

Diploma of Vocational Studies in Graphic Design at Centre de Technologie Rosemont
January 1, 2024 - November 1, 2025
Bachelor of Engineering and Design at Hosei University
April 1, 2016 - March 1, 2020

Qualifications

Deep Learning AI TensorFlow Developer Professional Certificate
November 1, 2022 - April 27, 2026

Industry Experience

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