Al Alison Sanches Krinski
I am a Technical Game Designer with 6+ years of experience in 3D pipelines and 2+ years of specialized Unreal Engine development. I focus on blueprint system development and 3D asset integration.
About
I am a Technical Game Designer with 6+ years of experience in 3D pipelines and 2+ years of specialized Unreal Engine development. I focus on blueprint system development and 3D asset integration.
I excel at bridging engineering and design through modular Blueprint architecture and pipeline stability, delivering scalable gameplay systems and robust workflows that empower teams to ship polished games.
- 7 years' experience
- Joined December 2025
Skills· 14
Languages
- EnglishFluent
- PortugueseFluent
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Professional Services
- Other
- Computers & Electronics
Work experience
Engineered clear, encapsulated Blueprint systems for single-player gameplay; interfaces and Actor Components enabling modular code, ensuring code modularity and scalability. Created procedural tools using Instanced Static Meshes and Chaos Destruction to assist Level Design. Implemented clothing physics, dynamic materials, and resolved mesh/animation compatibility issues. Provided technical support & QA; diagnosed and resolved game-breaking bugs and gameplay slowdowns; implemented user-experience adjustments. Documentation & workflow: maintained comprehensive technical docs for tools and systems; enabled smooth remote collaboration via English voice chat meetings and organized task tracking (Asana).
3D Pipeline Experience: Executed full 3D pipeline workflows in Blender — covering modeling, rigging, animation, and shaders. Applied practical understanding of rendering vs. game-ready asset optimization. Advanced Modding: Tackled technical issues in restricted engines (e.g., Kenshi, Project Zomboid). Overcame hard-coded limitations by reverse-engineering file formats to extract assets and inject code where no native support existed. Game Design Documentation: Authored detailed GDDs to define scope, mechanics, and object communication architecture before implementation.
Executed full 3D pipeline in Blender (modeling, rigging, animation, shaders) and applied practical asset optimization for game readiness. Tackled technical issues in restricted engines (e.g., Kenshi, Project Zomboid) by reverse-engineering file formats to extract assets and inject code. Authored detailed Game Design Documents to define scope, mechanics, and asset communication. Built procedural tools using Instanced Static Meshes and Chaos Destruction to assist Level Design; implemented clothing physics and dynamic materials; resolved mesh/animation compatibility issues. Maintained thorough technical documentation; supported remote collaboration via English voice meetings and task tracking (Asana).
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