Vladyslav Kuznetsov

Available to hire

Work experience· 4 roles

Senior Technical Artist · Fracture LabsJul 2023 – Jan 2026 · 2 yrs 7 mos

Created real-time VFX systems (weapons, explosions, destruction, environmental effects) using Niagara with custom scratch modules. Achieved 30% GPU overhead reduction and 30%+ CPU improvements through optimization and custom material architecture. Developed HLSL shaders, master materials, and Blueprint-based tools, reducing manual work by 60%. Optimized large-scale environments for 100+ players using HLOD, World Partition, and performance profiling. Implemented Chaos Physics destruction systems with networked replication for multiplayer. Mentored junior artists, established technical documentation and performance standards.

VFX/Technical Artist · Fracture LabsJul 2023 – Present · 3 yrs 5 mos

Designed and optimized real-time VFX for an open-world multiplayer game. Reduced GPU particle overhead by 30% through custom Niagara module optimizations and improved CPU performance by over 30% via mesh and HLOD optimization. Developed advanced shader-based effects (parallax mapping, flow maps, dissolve effects, shooting in any type of surfaces). Created tools for different TA needs, validation. Integrated VFX systems into gameplay using Blueprints.

Technical Artist · Pushka StudiosDec 2021 – Jun 2023 · 1 yr 7 mos

Optimized game assets, improving FPS by 20% on low-end devices. Implemented HLOD workflows, reducing draw calls significantly.

VFX Artist · FreelanceJun 2020 – Nov 2021 · 1 yr 6 mos

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