I’m a cinematic and VFX artist based in Prague with 7+ years of experience working across real-time pipelines for AAA games, virtual production, and broadcast-style media. I specialize in Unreal Engine 5 cinematics, real-time VFX, and generalist workflows that help teams deliver consistent, high-quality in-engine results—from camera and Sequencer work to final-pixel rendering. I enjoy building efficient pipelines using tools like Blueprints, Houdini Engine, and Chaos simulations, and I regularly support character-driven projects through full MetaHuman workflows (including MetaHuman Animator and mocap cleanup). On the post side, I’m comfortable with Nuke and Adobe After Effects for compositing and finishing, and I collaborate closely with production teams using systems like ShotGrid and Jira to manage reviews and revisions smoothly.…

Samani Estrada Ramos

I’m a cinematic and VFX artist based in Prague with 7+ years of experience working across real-time pipelines for AAA games, virtual production, and broadcast-style media. I specialize in Unreal Engine 5 cinematics, real-time VFX, and generalist workflows that help teams deliver consistent, high-quality in-engine results—from camera and Sequencer work to final-pixel rendering. I enjoy building efficient pipelines using tools like Blueprints, Houdini Engine, and Chaos simulations, and I regularly support character-driven projects through full MetaHuman workflows (including MetaHuman Animator and mocap cleanup). On the post side, I’m comfortable with Nuke and Adobe After Effects for compositing and finishing, and I collaborate closely with production teams using systems like ShotGrid and Jira to manage reviews and revisions smoothly.…

Available to hire

I’m a cinematic and VFX artist based in Prague with 7+ years of experience working across real-time pipelines for AAA games, virtual production, and broadcast-style media. I specialize in Unreal Engine 5 cinematics, real-time VFX, and generalist workflows that help teams deliver consistent, high-quality in-engine results—from camera and Sequencer work to final-pixel rendering.

I enjoy building efficient pipelines using tools like Blueprints, Houdini Engine, and Chaos simulations, and I regularly support character-driven projects through full MetaHuman workflows (including MetaHuman Animator and mocap cleanup). On the post side, I’m comfortable with Nuke and Adobe After Effects for compositing and finishing, and I collaborate closely with production teams using systems like ShotGrid and Jira to manage reviews and revisions smoothly.

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Language

Spanish; Castilian
Fluent
English
Advanced
French
Intermediate

Work Experience

Senior Cinematic Artist at Room8 Group
March 1, 2025 - Present
Created and animated in-engine cinematic cameras using advanced Unreal Engine 5 Sequencer workflows for an AAA game project, aiming for broadcast-quality output. Ensured consistency across sequences by applying cinematic tools and following style/technical quality bars. Managed feedback and revision cycles through ShotGrid and Jira within a large remote production pipeline.
Unreal Engine Generalist Artist at UPP S.A.S
September 1, 2023 - March 1, 2025
Built environments and handled layout and camera setup for high-end VFX commercials and previsualizations. Authored shader graph materials and implemented MetaHuman pipelines, including MetaHuman Animator and mocap data cleanup for character-driven cinematic work. Developed proprietary Blueprint toolsets to streamline composition tasks, and produced physically based path-traced UE5 renders for final-pixel client packages. Used Houdini Engine for procedural generation within the Unreal pipeline.
Senior Cinematic Artist at Room8 Group
September 1, 2023 - March 31, 2025
Created and animated in-engine cinematic camera work for an AAA game project using advanced Unreal Engine 5 Sequencer workflows. Ensured consistency across sequences by applying cinematic tools and maintaining style guides and technical quality standards. Managed feedback and revision cycles through ShotGrid and Jira within a large-scale remote production pipeline. Worked under NDA on a branching narrative horror project (announced later).
Visual Effects Artist at Batfields S.R.O
April 1, 2022 - August 1, 2023
Designed and implemented real-time VFX in Unreal Engine 5 using Niagara particle systems, including cloth and destruction work with Chaos physics simulations. Created customized materials and post-process materials to support the game’s visual identity. Used Houdini to produce explosion and liquid simulations for in-game use.
Unreal Engine Generalist Artist at UPP S.A.S
April 1, 2022 - August 31, 2023
Built environments and handled layout and camera setup, authored shader graph materials, and delivered lighting setups for high-end VFX and cinematic/film trailer work. Implemented MetaHuman pipelines including MetaHuman Animator and mocap data cleanup for character-driven cinematic projects. Developed proprietary Blueprint toolsets to streamline composition tasks for the wider team. Produced final-pixel path-traced UE5 renders for cinematic deliveries and client previsualization packages, integrating Houdini Engine for procedural generation within the Unreal pipeline.
Content Creation Specialist at Aruba HPE
June 1, 2018 - August 1, 2019
Managed visual content creation and quality assurance for a global tech corporation, including video editing, digital compositing, and coordination of post-production tasks with external agencies. Produced VFX assets for special events and large-scale projection setups for corporate presentations.
Content Creation Specialist at CI Games Aruba HPE
June 1, 2018 - August 31, 2019
Managed visual content creation and QA for a global tech corporation, including video editing and digital compositing. Coordinated post-production pipeline activities with external agencies. Produced VFX assets for special events and large-scale projection setups for corporate presentations.
Junior Compositor at Life Productions S.A.S
November 1, 2017 - July 31, 2018
Composited and edited the children’s miniseries Un Bosque Encantado for Canal 13 Colombia. Applied After Effects techniques including 2.5D environments, chroma keying, rotoscoping, VFX, and color correction.

Education

M.A. (Montage and Dramaturgy for Film and Digital Cinema) at Academy of Performing Arts in Prague (FAMU)
January 11, 2030 - August 14, 2026
B.F.A. (Directing for Film and TV) at National University of Colombia, School of Film and TV
January 11, 2030 - August 14, 2026
M.A. (Montage and Dramaturgy for Film and Digital Cinema) at Academy of Performing Arts in Prague (FAMU)
January 1, 2019 - January 1, 2021
B.F.A. (Directing for Film and TV) at National University of Colombia, School of Film and TV
January 1, 2013 - January 1, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Professional Services