Hi there! I'm Santosh, a passionate Technical Project and Product Manager with over 15 years of experience. I've had the privilege of leading diverse teams in the gaming industry, focusing on digital transformation and operational improvement. My career has been a journey of coordinating international teams and delivering high-impact solutions. I'm excited to drive innovation and create remarkable products that people love.

Santosh Bijur

Hi there! I'm Santosh, a passionate Technical Project and Product Manager with over 15 years of experience. I've had the privilege of leading diverse teams in the gaming industry, focusing on digital transformation and operational improvement. My career has been a journey of coordinating international teams and delivering high-impact solutions. I'm excited to drive innovation and create remarkable products that people love.

Available to hire

Hi there! I’m Santosh, a passionate Technical Project and Product Manager with over 15 years of experience. I’ve had the privilege of leading diverse teams in the gaming industry, focusing on digital transformation and operational improvement. My career has been a journey of coordinating international teams and delivering high-impact solutions. I’m excited to drive innovation and create remarkable products that people love.

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Language

English
Fluent
Hindi
Advanced
Marathi (Marāṭhī)
Advanced
Kannada
Advanced
German
Beginner

Work Experience

Senior Technical Artist at DECA Games
May 1, 2022 - Present
Led visual development of real-time procedural environments, focusing on lighting, material blending, and shader optimization for consistent performance across hardware. Built custom shader systems, collaborated with creative directors on artistic vision and procedural world-building workflows, created visual effects with VFX Graph and shader-based transitions for mood and storytelling, and mentored art and development teams while optimizing memory budgets and shader complexity.
Senior Technical Artist at GSN Games
May 1, 2022 - October 20, 2025
Oversaw art pipelines across genres (casual, racing, strategy); developed shader-based effects for stylized and realistic projects, managed lighting consistency and tone mapping; introduced procedural asset workflows, reducing manual environment setup time; partnered with engineering to optimize asset memory footprints and real-time rendering pipelines; mentored junior artists and improved technical documentation; created and optimized real-time visual effects and animated sequences for slot previews and interactive elements; integrated Unity-based rendering for cross-platform performance.
Technical Artist at Ubisoft, Pune
August 1, 2019 - October 20, 2025
Documented design processes and maintained design documentation; created and optimized procedural content using Houdini; developed and maintained art production pipelines; assisted in asset creation including 3D modeling, texturing, rigging, and animation; developed shaders, lighting, and visual effects to achieve the desired look; contributed to Unity-based game features and UI elements; created custom C# scripts to enhance visuals and performance; supported optimization across devices and collaborated with senior artists to deliver high-quality productions.
Senior Technical Artist at DECA Games (Remote)
May 1, 2022 - Present
Led real-time procedural environment development focusing on lighting, material blending, and shader optimization for consistent performance across hardware; collaborated with creative directors to define art vision and pipeline.
Senior Technical Artist at GSN Games, Bengaluru
May 1, 2022 - October 20, 2025
Oversaw production and implementation of art pipelines across multiple genres (casual, racing, strategy); developed shader-based effects; reduced manual environment setup time by 30%; mentored junior artists; optimized asset memory footprints and real-time rendering pipelines.
Technical Artist at Ubisoft, Pune
August 1, 2019 - October 20, 2025
Documented design processes; created and optimized procedural content; developed real-time graphics and rendering techniques; collaborated with art and engineering teams to implement features, built tools and scripts to automate tasks; contributed to Unity-based game features and UI elements; supported optimization of game features for various devices.
Senior Technical Artist at DECA GAMES
May 1, 2022 - Present
Led the visual development of real-time procedural environments, focusing on lighting, material blending, and shader optimization for consistent performance across hardware. Collaborated with creative directors to define artistic vision and workflow, ensuring smooth integration with gameplay systems. Built custom shader systems in Unity (HDRP/URP), improving visual fidelity and reducing GPU load. Created VFX Graph-based transitions and environment storytelling assets, and guided art teams on performance profiling, memory budgeting, and shader complexity analysis.
Senior Technical Artist at GSN GAMES
May 1, 2022 - October 20, 2025
Oversaw production and implementation of art pipelines across multiple genres—casual, racing, and strategy. Developed shader-based effects for stylized and realistic projects, managed lighting consistency and tone mapping. Introduced procedural asset workflows, reducing manual environment setup time by 30%. Partnered with engineering to optimize asset memory footprints and real-time rendering pipelines. Mentored junior artists and improved technical documentation standards. Created and optimized real-time visual effects and animated sequences for slot-machine assets; integrated Unity-based rendering for interactive previews, ensuring smooth performance on embedded systems.
Technical Artist at Ubisoft, Pune
August 1, 2019 - October 20, 2025
Documented design processes and maintained design documentation. Created and optimized procedural content using Houdini. Developed and maintained art production pipelines. Assisted in the development of real-time graphics and rendering techniques. Collaborated with art and engineering teams to implement innovative features. Built tools and scripts to automate tasks and improve production efficiency. Assisted the art team in asset creation including 3D modeling, texturing, rigging, and animation. Developed shaders, lighting, and visual effects to achieve the intended look. Contributed to Unity-based game features and assets integration. Created and maintained tools and scripts to automate tasks and streamline production workflows.
Senior Technical Artist at DECA GAMES
May 1, 2022 - Present
Led visual development of real-time procedural environments, focusing on lighting, material blending, and shader optimization for consistent performance across hardware. Implemented custom shader systems in Unity HDRP & URP; collaborated with creative directors to define artistic vision and procedural world-building workflows; built visual effects with VFX Graph and shader-based transitions; guided art teams in performance profiling, memory budgets, and shader complexity across platforms.
Senior Technical Artist at GSN GAMES
May 1, 2022 - October 20, 2025
Oversaw production and implementation of art pipelines across multiple genres—casual, racing, and strategy games. Developed shader-based effects for stylized and realistic projects; ensured lighting consistency and tone mapping across environments; introduced procedural asset workflows reducing manual environment setup time by 30%. Mentored junior artists and improved technical documentation standards; created real-time visuals and animated sequences for slot machines; integrated Unity-based rendering pipelines.
Technical Artist at Ubisoft, Pune
August 1, 2019 - October 20, 2025
Documented design processes and maintained design documentation; created and optimized procedural content using Houdini; developed and maintained art production pipelines; assisted in real-time graphics and rendering techniques; collaborated with art and engineering teams to implement features; created tools and scripts to automate tasks; contributed to asset creation including 3D modeling, texturing, rigging, and animation; developed shaders, lighting, and visual effects; supported optimization of game features and their integration into Unity-based game; created Unity UI elements; developed custom C# scripts.
Senior Technical Artist at DECA Games
May 1, 2022 - Present
Led visual development of real-time procedural environments, focusing on lighting, material blending, and shader optimization for consistent performance across hardware. Built and integrated shader systems for Unity (HDRP & URP), improving visual fidelity while reducing GPU load. Collaborated with creative directors to define artistic vision and workflows, ensuring seamless integration with gameplay systems. Mentored art and engineering teams on performance profiling, memory budgets, and shader complexity analysis.
Senior Technical Artist at GSN Games
May 1, 2022 - October 20, 2025
Oversaw production and implementation of art pipelines across multiple genres—casual, racing, and strategy games. Developed shader-based effects for stylized and realistic projects; managed lighting consistency and tone mapping. Introduced procedural asset workflows, reducing manual environment setup time by ~30%. Partnered with engineering teams to optimize asset memoryFootprints and real-time rendering pipelines. Mentored junior artists and improved technical documentation; created real-time visual effects and animated sequences for in-game systems.
Technical Artist at Ubisoft
August 1, 2019 - October 20, 2025
Documented design processes and maintained design documentation. Created and maintained art production pipelines; assisted in the development of real-time graphics and rendering techniques. Collaborated with art and engineering teams to implement innovative features and tools. Developed scripts and tooling to automate repetitive tasks, improving overall production efficiency. Contributed to asset creation, including 3D modeling, texturing, rigging, and animation, and helped optimize shaders and performance.
Senior Technical Artist at DECA Games
May 1, 2022 - Present
Led visual development of real-time procedural environments focusing on lighting, material blending, and shader optimization for consistent performance across hardware. Developed and implemented custom shader systems in Unity (HDRP & URP), improving visual fidelity by 25% while reducing GPU load. Collaborated with creative directors to define artistic vision and procedural world-building workflows, ensuring seamless integration with gameplay systems. Built visual effects using VFX Graph and shader-based transitions for environmental storytelling and mood enhancement. Guided art teams on performance profiling, memory budgets, and shader complexity analysis.
Senior Technical Artist at GSN Games
May 1, 2022 - October 20, 2025
Oversaw production and implementation of art pipelines across multiple genres — casual, racing, and strategy games. Developed shader-based effects for stylized and realistic projects, managing lighting consistency and tone mapping. Introduced procedural asset workflows, reducing manual environment setup time by 30%. Partnered with engineering teams to optimize asset memory footprints and real-time rendering pipelines. Mentored junior artists and improved technical documentation standards. Created and optimized real-time visual effects and animated sequences for slot machines. Enhanced pipeline efficiency by building custom tools for batch asset conversion and texture atlasing. Integrated Unity-based rendering for interactive slot previews, ensuring smooth performance on embedded systems. Collaborated with devs to achieve consistent lighting and shader performance across hardware platforms.
Technical Artist at Ubisoft, Pune
August 1, 2019 - October 20, 2025
Documented design processes and maintained design documentation. Created and optimized procedural content using Houdini. Developed and maintained art production pipelines. Assisted in the development of real-time graphics and rendering techniques. Collaborated with art and engineering teams to implement innovative features. Created and maintained tools and scripts to automate tasks and improve production. Assisted the art team in asset creation including 3D modeling, texturing, rigging, and animation. Developed shaders, lighting, and visual effects to achieve the game's intended look and feel. Supported optimization of game features for better performance on various devices. Contributed to Unity-based game features, focusing on integrating art and animation with the codebase. Created Unity UI elements and ensured they met design specifications and performance standards. Developed custom C# scripts to enhance the visual aspects of the game. Supported asset pipelines.
Project Manager & Senior Technical Artist at Freelance / Multiple Studios
January 1, 2008 - Present
Led end-to-end digital product and project planning, execution, and delivery across game development pipelines. Managed cross-disciplinary teams to ensure alignment with product goals and timelines while introducing process improvements and documentation standards to streamline workflows and enhance productivity.

Education

Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
SSC (Secondary School Certificate) at St George High School, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
SSC at St George High School, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
SSC at St George High School, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
SSC at St George High School, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
Diploma Degree in Computer at YCMOU, Mumbai
January 11, 2030 - October 20, 2025
SSC at St. George High School, Mumbai
January 11, 2030 - October 20, 2025
Bachelor's Degree at University of Electronic
January 11, 2030 - February 5, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment