With over 10 years of production experience across AAA outsourcing, indie games, and real-time environment development, I am a 3D artist with a deep understanding of the full asset pipeline, from concept and high-poly sculpting through to game-ready models, PBR texturing, and engine integration. I began my career in 2011 as a Junior 3D Artist and have spent the years since building the kind of end-to-end production knowledge that lets me work efficiently, independently, and at a high standard. Early in my career I contributed to AAA-adjacent outsourcing pipelines at LadyLuck Digital Media, where I developed strong discipline around technical specifications, polygon budgets, UV layouts, and texture baking. I then spent several years as a freelance 3D artist delivering game-ready assets for indie projects, before moving into VR environment work at Viatechnik Inc, where I led full environment production in Unreal Engine for architectural visualization clients, managing a team of artists across the asset-to-engine pipeline. In my more recent roles I have worked as a Technical Artist, which has given me a practical understanding of how 3D assets are used, optimized, and integrated at the engine level. I understand draw call budgets, LOD requirements, shader constraints, and performance targets, and that knowledge makes me a more effective 3D artist, not just a faster one. I can produce beautiful work and ensure it holds up under real production conditions. I am excited to bring this combination of hands-on 3D artistry and technical production awareness to a Senior 3D Artist role at [Company Name]. I believe strong art and efficient pipelines are not at odds, and I would love the chance to demonstrate that. Thank you for your time and consideration. I look forward to hearing from you.

Arvin Nepomuceno

With over 10 years of production experience across AAA outsourcing, indie games, and real-time environment development, I am a 3D artist with a deep understanding of the full asset pipeline, from concept and high-poly sculpting through to game-ready models, PBR texturing, and engine integration. I began my career in 2011 as a Junior 3D Artist and have spent the years since building the kind of end-to-end production knowledge that lets me work efficiently, independently, and at a high standard. Early in my career I contributed to AAA-adjacent outsourcing pipelines at LadyLuck Digital Media, where I developed strong discipline around technical specifications, polygon budgets, UV layouts, and texture baking. I then spent several years as a freelance 3D artist delivering game-ready assets for indie projects, before moving into VR environment work at Viatechnik Inc, where I led full environment production in Unreal Engine for architectural visualization clients, managing a team of artists across the asset-to-engine pipeline. In my more recent roles I have worked as a Technical Artist, which has given me a practical understanding of how 3D assets are used, optimized, and integrated at the engine level. I understand draw call budgets, LOD requirements, shader constraints, and performance targets, and that knowledge makes me a more effective 3D artist, not just a faster one. I can produce beautiful work and ensure it holds up under real production conditions. I am excited to bring this combination of hands-on 3D artistry and technical production awareness to a Senior 3D Artist role at [Company Name]. I believe strong art and efficient pipelines are not at odds, and I would love the chance to demonstrate that. Thank you for your time and consideration. I look forward to hearing from you.

Available to hire

With over 10 years of production experience across AAA outsourcing, indie games, and real-time environment development, I am a 3D artist with a deep understanding of the full asset pipeline, from concept and high-poly sculpting through to game-ready models, PBR texturing, and engine integration. I began my career in 2011 as a Junior 3D Artist and have spent the years since building the kind of end-to-end production knowledge that lets me work efficiently, independently, and at a high standard.
Early in my career I contributed to AAA-adjacent outsourcing pipelines at LadyLuck Digital Media, where I developed strong discipline around technical specifications, polygon budgets, UV layouts, and texture baking. I then spent several years as a freelance 3D artist delivering game-ready assets for indie projects, before moving into VR environment work at Viatechnik Inc, where I led full environment production in Unreal Engine for architectural visualization clients, managing a team of artists across the asset-to-engine pipeline.
In my more recent roles I have worked as a Technical Artist, which has given me a practical understanding of how 3D assets are used, optimized, and integrated at the engine level. I understand draw call budgets, LOD requirements, shader constraints, and performance targets, and that knowledge makes me a more effective 3D artist, not just a faster one. I can produce beautiful work and ensure it holds up under real production conditions.
I am excited to bring this combination of hands-on 3D artistry and technical production awareness to a Senior 3D Artist role at [Company Name]. I believe strong art and efficient pipelines are not at odds, and I would love the chance to demonstrate that.
Thank you for your time and consideration. I look forward to hearing from you.

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Language

English
Fluent

Work Experience

Independent Technical Artist / Real-Time Motion & VFX at FREELANCE & PERSONAL PROJECTS
January 1, 2011 - December 31, 2014
3D modeling; 3D game design in AAA projects.
Seasoned 3D Artist and Technical Artist at AAA game development
January 1, 2010 - December 31, 2017
Seasoned 3D Artist and Technical Artist with over a decade of experience in AAA game development, VR, and immersive technologies. Began career in 2010 and transitioned to VR projects using Unreal Engine.
VR Specialist / Deputy Team Manager
January 1, 2017 - December 31, 2021
Deputy Team Manager and VR Specialist; Level Creation & Environment Assembly in Unreal Engine; Scene Lighting; Character and asset creation; UI graphics and Animation.
Game Designer
January 1, 2022 - December 31, 2024
Shader Development (Unity Shader Graph) for VR and mobile web; Real-time VFX (Unity VFX Graph) for VR and mobile web; Level Creation, Real-time Lighting & Scene Optimization in Unity; Performance optimization for VR and Mobile Web.
Technical Artist
January 1, 2024 - Present
Shader development and VFX creation for VR and mobile web; Real-time rendering in Unity/Unreal; Level creation and optimization.
Junior 3D Artist at LadyLuck Digital Media Inc
April 4, 2011 - June 27, 2014
• Created 3D models and production-ready assets for game development, meeting the quality standards of AAA outsourcing pipelines. • Contributed to asset production for multiple AAA-adjacent projects through international outsourcing pipelines, building strong discipline in technical specs and delivery processes
3D Artist at Freelance / Indie Projects
January 1, 2014 - December 31, 2017
Led 3D environment and asset development in Unreal Engine for architectural visualization and engineering projects. Managed and delivered full scene production — modeling, asset integration, lighting, and real-time rendering. Supervised and mentored team members across 3D asset production and environment assembly workflows. Created immersive VR environments from scratch, owning the full pipeline.
Deputy Team Manager VR Specialist at VIATECHNIK INC
May 4, 2017 - December 31, 2021
Led VR environment development in Unreal Engine for 10+ architectural and engineering visualization projects delivered to international clients. Managed scene optimization, lighting, and real-time rendering workflows across a team of 4–6 artists, maintaining consistent quality standards. Supervised junior team members and coordinated production • Supervised junior team members and coordinated production tasks, improving delivery timelines through structured pipeline processes. Created and maintained a library of reusable environment assets and shaders, reducing per-project setup time by approximately 30%.
Game Designer at XCuality PTE LTD
January 1, 2022 - December 31, 2024
Developed game concepts and gameplay systems, collaborating with artists and engineers to ensure asset realism and performance across VR/Mobile/WebGL pipelines.
Technical Artist at SUBVRSIVE
May 1, 2024 - December 31, 2025
Built real-time FX and shader systems in Unity for VR and mobile web apps. Implemented lighting, scene setup, and rendering optimization to showcase 3D assets across XR platforms. Created FX graphs and ensured consistent visual quality across devices.
Independent Technical Artist / Real-Time Motion & VFX at FREELANCE & PERSONAL PROJECTS
February 2, 2026 - Present
Prototyped real-time VFX and motion graphics systems in Unity and Unreal Engine for freelance clients across games and interactive media. Designed shader-driven procedural effects — including dissolve, energy shield, and weather systems — for use in real-time and video-based presentations. Researched emerging real-time rendering techniques including Researched emerging real-time rendering techniques including path tracing and Lumen workflows for upcoming client projects. Produced short-form visual showcase content highlighting VFX and shader work for portfolio and client pitches.

Education

Multimedia Arts Major in 3D Animation at Asia Pacific College
January 11, 2030 - February 23, 2026
AB Multimedia Arts (Major in 3D Animation) at Asia Pacific College
January 11, 2030 - April 29, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

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