Available to hire
I’m Thomas Varoux, a Senior Technical Artist with 20 years building production tools and pipeline systems for game studios and interactive media. I specialize in Maya Python exporters, Unity editor extensions in C#, rigging automation, and asset pipeline optimization. I thrive on turning complex workflows into smooth, dependable tools that empower teams to ship faster.\n\nI’m based in Bangkok and love eliminating bottlenecks, mentoring teams, and delivering robust tools that scale across iOS, Android, WebGL, PC, and console projects. I’m open to full-time opportunities, visa sponsorship considerations, and exciting R&D challenges.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Language
French
Fluent
English
Fluent
Japanese
Intermediate
Work Experience
Founder & Technical Director at CyberIce Studio
January 1, 2023 - PresentFounded independent studio delivering interactive platforms and technical projects; led Sumplong (Unity WebGL + web tech) and CI-1 (3D web experiences) through full pipeline development including Unity tools, Maya Python exporters, and rigging automation, while mentoring two Thai team members on technical art and pipeline workflows.
Technical Artist Lead at Bythen.ai
September 1, 2024 - September 1, 2025Led technical art for AI-powered NFT-to-3D avatar pipeline, built a Unity asset viewer/editor handling thousands of procedurally generated avatars, created automated render/batch processing pipelines, and developed Maya-to-Unity export tools to ensure asset consistency; managed tech-art team and defined production workflows.
Senior Technical Artist at Iterative Education
February 1, 2023 - December 1, 2023Provided pipeline and tooling support for Legends of the Past mobile prototype, developed frontend systems and Photon Fusion multiplayer integration; built custom Maya exporters and Unity editor tools to optimize asset pipelines; created rigging and animation systems and reduced asset iteration time by 60%.
Technical Artist Director at VirtualRealms/Solrise Games
March 1, 2022 - August 1, 2022Pipeline and tools development for Warhammer: Odyssey MMO and NFT game projects; designed NFT asset generation pipeline, created Maya Python tools for automated asset processing, and built Unity editor extensions for level design and asset management; refactored legacy pipelines, cutting asset processing time by 40%.
Senior Technical Artist at Kayac
June 1, 2018 - June 1, 2019Built an end-to-end editor suite for Attack on Titan Tactics mobile game, including a Unity Map Editor, Ambience Editor, Skill Editor, and Destructible Environment Editor; created Maya export pipeline and an asset management system for 500+ assets.
Technical Artist at TeamLab
October 1, 2016 - June 1, 2018Pipeline and tools development for interactive art installations; built Maya rigging tools with template skeletons and auto-rig generators; developed Unity editor tools for interactive experiences; established asset pipelines supporting real-time and pre-rendered content and accelerated prototyping.
Technical Artist Director & 3D Lead at Platinum Egg
April 1, 2014 - September 1, 2016Led technical art and pipeline for multi-platform titles; built a complete game editor suite for iOS puzzle games; developed a 3D game editor with in-game level editing; created Maya export tools with automatic lightmap/normal map generation; designed rigging pipeline with templates and procedural rig creation; managed 3D team and established standards.
Technical Artist Director at RivaDigital
July 1, 2013 - February 1, 2014Developed mobile game pipelines and tools; built 3DS Max and Maya export pipelines with Python automation; created Unity asset integration tools (prefab generator, material assignment, level management); optimized 3D assets for mobile performance.
Technical Artist at Freelance
July 1, 2008 - June 1, 2013Contract work for mobile studios; built tools and production pipelines; developed Unity gameplay systems and editor tools; created Maya pipeline tools for character and environment production and AR/VR prototype development.
Technical Artist at F4 Interactive
May 1, 2005 - December 1, 2007First professional role—built foundational pipeline and editor tools for racing and simulation games; developed MEL Script racing editor with auto-topology for roads/tracks; created level editor and asset management system for MMO sports game; designed procedural track creation tools.
Education
Game Development & 3D Art at LISAA (Game School)
January 1, 2002 - December 31, 2004Game Development & 3D Art at LISAA "Game School"
January 1, 2002 - January 1, 2004Qualifications
Industry Experience
Gaming, Media & Entertainment, Software & Internet, Professional Services, Education
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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