Marcelo Augusto Azarias Nascimento
I’m a 3D Artist and Technical Artist with 9 years of experience building optimized real-time content in Unreal Engine and Unity, with a strong focus on procedural shaders, PBR materials, lighting, and performance.
About
I’m a 3D Artist and Technical Artist with 9 years of experience building optimized real-time content in Unreal Engine and Unity, with a strong focus on procedural shaders, PBR materials, lighting, and performance. I’ve worked across platforms including Meta Quest, HoloLens 2, and Magic Leap, delivering assets and scenes that fit strict mobile/VR budgets without sacrificing visual quality.
My background also helps me think deeply about space, scale, and composition—from architectural visualization and parametric workflows to immersive, interactive experiences and stylized real-time art. I’ve contributed to interactive visualization products like MRV/Sensia Powerwall and also created a stylized stop-motion look music video for Turnover using custom C# logic and shader-driven rendering in Unity.
- 9 years' experience
- Joined November 2026
Skills· 11
Languages
- EnglishAdvanced
- PortugueseFluent
- Spanish; CastilianBeginner
Industry experience
- Media & Entertainment
- Education
- Real Estate & Construction
- Healthcare
- Energy & Utilities
- Professional Services
- Software & Internet
Work experience· 6 roles
Produced real-time 3D assets and scenes for medical research and commercial applications on Magic Leap. Modeled, retopologized, and optimized assets in Blender to meet head-mounted display limits (150k polygons/60fps). Built real-time scenes in Unity (URP) using Shader Graph procedural shaders and authored materials in Substance 3D Painter/Designer. Created previs for all scenes before final production and collaborated remotely with an international team.
Developed real-time and rendered 3D content for clients including MRV/Sensia, BLOC, EPO, MPO, and Katz. Contributed to MRV/Sensia Powerwall by handling 3D modeling, PBR texturing, shaders, optimization, lighting, and Unreal Engine Blueprint setup for interactive apartment visualization and customization. Built interactive Unreal Engine 5 scenes using Lumen and Nanite with custom shaders, lighting, optimization, and Blueprint logic; also worked on VR optimization for Meta Quest. Delivered end-to-end pipeline from modeling to real-time output using Blender, 3ds Max, and Substance/Quixel/Adobe tooling.
Created 3D scenes and animation for the official music video “People That We Know” with a handmade stop-motion look implemented in real time. Modeled assets in Blender in a paper cutout/origami style, created marker-style materials in Substance 3D Designer, and built procedural shaders in Unity Shader Graph. Wrote C# scripts to add stop-motion character to animation timing. Designed set-like lighting, handled rendering/export, and completed editing in DaVinci Resolve.
Education
Certifications and awards
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