Dominic Larrieu

Available to hire

I am a technical artist with 2 years of experience in tool scripting in Blender, rigging, character animation, and environmental VFX.

About

I am a technical artist with 2 years of experience in tool scripting in Blender, rigging, character animation, and environmental VFX. I have a strong background in building 3D art workflows for real-time engines such as Unreal and Unity. I’m a collaborative team member who bridges artistic vision with technical execution, bringing adaptability and creative problem-solving to small, agile teams.

I thrive in cross-disciplinary collaboration and enjoy turning complex ideas into polished, performant visuals.

  • Joined January 2025

Industry experience

  • Media & Entertainment
  • Education
  • Gaming
  • Healthcare
  • Software & Internet

Projects · 5

VR Archology is a educational Unreal VR game made for the Meta Quest 2 VR headsets.
After my first year working as a 3D artist for my game studio, they give me the awesome opportunity to switch over into a more technical role. I was officially my game studio’s first Technical Artist and they had many interesting new tasks in store for me. Considering that I never worked as a technical artist before this was both exciting and intimidating but I was hungry to learn more about technical art. So far I was able to learn more about Unreal’s shaders, Niagara systems, VDBs and much more!

  • VFX Supervisor

This is my first Tech Artist tool for Blender. I wanted to create a tool to streamline the process of creating cartoon eyes for my characters. I often make characters that can’t use normal spheres for eyes because of their head shapes. After learning an efficient method for making cartoony eyes, I decided to build this tool so I could combine several steps into one button. I plan to add more features, like additional controls for eye color, style and maybe even a quick rig for animation.

This was a team project for my game development class. We worked on a horror game concept in a PSX style. The Game concept was called wide asleep and it’s about a young lady that gets her senses stolen. She must solve puzzles while avoiding enemies in order to receive her senses back. I was their 3D artist and Animation that worked on the character model.

https://www.twine.net/signin

  • 3D Animator
  • 3D Modeler
  • Character Rigger
  • +1

This is a solo project I worked on for the Comfy Jam: Spring 2026. This is my first ever game jam and I really enjoyed making this simple game. The goal of the game is to a run a small flower shop. Grow your flowers, manage customers and save up as much honey as possible!

Once again check out the game here: https://www.twine.net/signin

  • 3D Animator
  • 3D Modeler
  • Character Rigger
  • +1

During my time at the Jump XR Simulations Internship, I served as the 3D Animator for their virtual patient project. My primary responsibility was to bring realistic, life-like animations to the patient character, Mary. To achieve this, I accurately depicted the physical symptoms of ARDS, developed a new rig to support expressive facial animations, and built a streamlined pose library to facilitate efficient lip-syncing. This role allowed me to apply and expand my animation expertise in a highly specialized field, contributing to a medical training tool that helps students strengthen their understanding of serious patient conditions.
https://www.twine.net/signin

Work experience

3D Animator Intern · Jump Simulation Center | UIUCJun 2025 – Aug 2025 · 3 mos

Participated in an XR game development internship at Carle Illinois College of Medicine, University of Illinois Urbana-Champaign. Rigged 3D models with skeletal and muscle controls, animating anatomy including muscle contractions and organ movement. Adapted simulations for VR and AR platforms, optimizing performance and UI/interaction methods. Collaborated using Git for version control and contributed actively in team meetings.

Technical Artist · The Studio at UIUCMar 2024 – Present · 2 yrs 9 mos

Created realistic and eye-catching VFX, shaders, and technical art for multiple projects using Unreal Engine's Niagara system to enhance immersion with effects such as dirt excavation, waterfalls, environmental dust, and stalactite drips. Developed custom shaders balancing visual quality and VR performance. Built complex Blueprint systems including AI for fish and bats to simulate life-like environmental interactions. Produced graybox environments supporting level design, facilitating efficient asset iteration. Developed modular VFX systems improving production efficiency by enabling developers to integrate effects across various gameplay scenarios.

Education

Computer Science + Animation BS | Game Art Technical Director Concentration · DePaul University2026 – 2028
Computer Science + Animation · DePaul University2030 – 2028

Certifications and awards

How to become Technical Artist in Game Development2026

Udemy Certificate

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