Pavel Zosim

Available to hire

Experience Level

Expert
Intermediate
Intermediate
Intermediate
Beginner

Language

Russian
Fluent
English
Advanced

Work Experience

Technical Artist | Pipeline & Tools Developer at Nexus Studios (XR Interactive Platform)
April 1, 2024 - Present
Developed custom HLSL shaders and real-time VFX; prototyped effect workflows in Houdini before engine integration; balanced 4K video streaming with spatial audio and real-time VFX on Quest hardware; improved GPU frame time by ~2–4 ms; premiered at Meta Connect and released on Meta Quest Store.
Technical Artist / VFX & Tools at Bully! Entertainment
June 1, 2018 - April 1, 2024
Architected automated Houdini texture atlas pipeline with shader-driven UV offset control; served as Art Director across app, website, graphic novel, and video formats; developed UI shaders and a procedural facial expression system for robot assistant; delivered scalable asset pipelines and large-scale engagement.
Technical Artist / Foundation Projects at EARLY CAREER FOUNDATION – Freelance / Contract
January 1, 2005 - January 1, 2018
Fully procedural race simulation engine in Cinema 4D with Python; end-to-end pipeline from simulation to final render; GPU-optimized; automation tooling across Photoshop and After Effects.
Technical Artist | VFX & Tools at Bully! Entertainment
June 1, 2018 - April 1, 2024
Architected automated Houdini texture atlas pipeline — shader-driven UV offset control, zero manual UV work per screen variant; Art Director across app, website, graphic novel, and video formats. Developed UI shaders (screen-space and world-space); procedural facial expression animation system for robot assistant.
Technical Artist | Pipeline & Tools Developer at Nexus Studios
April 1, 2024 - Present
Developed custom HLSL shaders and real-time VFX; prototyped effect workflows in Houdini before engine integration; reduced iteration cycles and ensured GPU budget compliance prior to Unity implementation. Balanced 4K video streaming with Dolby Atmos spatial audio and real-time VFX under standalone Quest hardware constraints; Improved GPU frame time on Quest 3S; premiered at Meta Connect; released on Meta Quest Store.
Technical Artist | Procedural Systems & Broadcast at Early Career Foundation
January 1, 2005 - January 1, 2018
Architected a fully procedural race simulation engine in Cinema 4D with Python scripting; end-to-end pipeline from simulation to final output; 30+ agents; optimized GPU render pipeline; automation tooling across Photoshop and After Effects.

Education

Computer Science and CG Design at ULIM – Universitatea Liberă Internațională din Moldova
January 1, 2005 - January 1, 2018
Computer Science and CG Design at ULIM – Universitatea Liberă Internațională din Moldova
January 1, 2005 - January 1, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

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