With 9 years of experience from the UDK era to the cutting-edge UES— I’m passionate about bridging the gap between artistic vision and technical rigor. My expertise lies in Extreme Optimization, making ambitious projects viable on limited hardware (Mobile/Tablets) without compromising visual fidelity. As a former Studio Founder (Threegames) and Lead Developer, I focus on the essential art of balancing high-end performance with creative vision.
Additionally, I enjoy mentoring aspiring developers through my platform eMentor. I strive to guide individuals on overcoming challenges in their careers, ensuring they reach their full potential. Join me on this journey to transform ideas into engaging game experiences!
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Project: Flunky Farm | Level Design & Technical Art
This project showcase focuses on my work for Flunky Farm, where I was responsible for crafting the visual and technical foundations of the game’s environments. My goal was to create a vibrant, engaging world while maintaining peak performance through a streamlined technical pipeline.
Key Responsibilities:
Level & Environment Design: Designed and built levels from scratch, focusing on layout, set dressing, and environmental storytelling to enhance the game’s unique theme.
Lighting & Atmosphere: Developed the full lighting setup to establish the game’s mood, ensuring visual clarity and depth while staying within performance budgets.
Shader Development: Created custom, optimized shaders to achieve the desired stylized look, ensuring compatibility across targeted platforms.
Extreme Optimization: Implemented rigorous optimization techniques for meshes, textures, and draw calls to ensure a high and stable frame rate.
Visual Polish: Final pass on post-processing and effects to bring a cohesive and professional finish to the environments.
Technical Stack:
Unreal Engine (Environment & Lighting Tools)
Custom Materials & Shader Optimization
Level Art & Composition
Performance Profiling
Project: Odisseia (Educar Games) | Level Design & Tech Art Showcase
This project highlights my work as a Level Designer and Technical Artist on Odisseia, a multiplatform title developed in Unreal Engine. My primary challenge was ensuring visual consistency and high performance across Windows, Linux, and Mobile devices.
Key Responsibilities & Features:
Level Design & Environment Art: Conceptualized and built immersive environments, focusing on player flow and environmental storytelling while adhering to strict performance budgets.
Extreme Optimization: Developed custom optimization strategies to ensure the game ran smoothly on a wide range of mobile devices without sacrificing the visual core of the PC/Linux versions.
Cross-Platform Shaders: Created and optimized master materials and shaders specifically designed for compatibility across different graphic APIs (Vulkan/Metal/DX11).
Custom Technical Features: Developed numerous in-engine features and graphical adjustments to improve hardware compatibility and visual scalability.
Performance Profiling: Conducted extensive profiling and debugging to eliminate bottlenecks in draw calls and texture memory management.
Technical Stack:
Unreal Engine
Advanced Material Editor (Custom Shaders)
Mobile Rendering Pipeline
Level Building & Set Dressing
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Game Rio - Raised in Oblivion, My work was in the Construction of Environments and Creating Materials with all parameters for creating Meshes with various styles colours and textures. Organization of Meshes Import controls of 3D Items, and work of Optimization, where it was made a control of LODs and exchanges of Materials for fluidity of the Game. In this Library it will be Possible to see a little of the Environments created by me.
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