I’m a Unity Technical Artist & Developer with 10+ years of experience building and optimizing real-time 3D projects for PC, Mobile, WebGL, and XR (AR/VR – Meta Quest). I specialize in performance optimization, environment setup, lighting, shaders/materials, VFX integration, UI implementation, and tool development to automate workflows and speed up production. If you need someone who can improve visuals, boost FPS, optimize builds, and create clean Unity systems, I’m ready to help.

SHAHANAWAZ KHAN

I’m a Unity Technical Artist & Developer with 10+ years of experience building and optimizing real-time 3D projects for PC, Mobile, WebGL, and XR (AR/VR – Meta Quest). I specialize in performance optimization, environment setup, lighting, shaders/materials, VFX integration, UI implementation, and tool development to automate workflows and speed up production. If you need someone who can improve visuals, boost FPS, optimize builds, and create clean Unity systems, I’m ready to help.

Available to hire

I’m a Unity Technical Artist & Developer with 10+ years of experience building and optimizing real-time 3D projects for PC, Mobile, WebGL, and XR (AR/VR – Meta Quest). I specialize in performance optimization, environment setup, lighting, shaders/materials, VFX integration, UI implementation, and tool development to automate workflows and speed up production.

If you need someone who can improve visuals, boost FPS, optimize builds, and create clean Unity systems, I’m ready to help.

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Experience Level

Work Experience

Lead Technical Artist at Mayaverse Creations Pvt. Ltd.
January 1, 2022 - Present
Owned technical art pipelines for XR, WebGL, and mobile Unity projects, ensured scalable, performance-ready delivery. Defined asset standards, naming conventions, and documentation, reducing asset rework and integration issues by ~25–30%. Built reusable asset and UI pipelines that reduced content integration and iteration cycles by ~20%. Prototyped UI layouts, visual behaviors, and interaction flows for early validation and reduced late-stage rework. Optimized assets, materials, lighting, and scene setups to consistently meet ~60 FPS targets across mobile and Quest-class XR platforms. Served as the technical authority between Art, Design, and Engineering, translating requirements into production-ready implementations. Supported and reviewed work for 6–10 artists, enforcing quality benchmarks and driving iterative improvements across live projects.
Senior Technical Artist at Kompanions
March 1, 2019 - November 1, 2022
Implemented and optimized 2D/3D assets, UI systems, and animations for interactive Unity experiences. Partnered with designers to translate UX concepts into optimized in-game systems. Optimized scenes for memory usage, draw calls, and runtime stability, balancing visual quality with hardware constraints. Maintained clean asset hierarchies and project structures, improving long-term maintainability and onboarding efficiency. Contributed to technical guidelines and best practices adopted across multiple projects.
Technical Artist / Level Designer at StudioTrinetra Pvt. Ltd.
September 1, 2015 - April 1, 2019
Designed level layouts, environment prototypes, and gameplay mockups aligned with design specifications. Integrated assets from multiple DCC tools into Unity while maintaining performance targets. Optimized environments for draw calls, memory usage, and frame-rate stability. Collaborated with animators, designers, and engineers to ensure cohesive visual implementation. Supported rapid iteration cycles in production-focused game environments.
Game Designer at Klap Edutainment
March 1, 2014 - August 1, 2015
Designed gameplay mechanics, UI flows, and interaction systems for mobile educational games. Created wireframes, mockups, and documentation to support development teams. Balanced creative vision with technical feasibility for early-stage products.
Freelance XR Technical Artist / Technical Consultant (Contract)
October 1, 2005 - Present
Delivered XR product prototypes and production support in Unity (URP/HDRP), owning end-to-end technical art execution from scene setup to final build readiness. Optimized real-time performance for Quest-class XR and mobile targets by improving materials/shader complexity, draw calls, lighting, and asset import settings. Built and standardized reusable prefab/material workflows to speed up asset integration and keep visual consistency across scenes and teams. Partnered with developers to debug and integrate interactions/UI flows in C#, resolving blockers quickly and improving stability in test builds. Audited environments for performance + quality risks (textures, meshes, transparency, post effects), and proposed platform-safe alternatives without sacrificing look. Provided technical consultation on pipeline, project structure, and profiling approach, helping teams maintain clean, scalable production practices.

Education

Post Graduate Diploma in Computer Applications (Game Design) at ICAT, Bangalore
January 1, 2013 - January 1, 2013
Bachelor of Computer Applications (BCA) at Veer Bahadur Singh Purvanchal University
January 1, 2011 - January 1, 2011
PG Diploma in Computer Applications (Game Design) at ICAT, Bangalore
January 11, 2030 - January 1, 2013
Bachelor of Computer Applications (BCA) at Veer Bahadur Singh Purvanchal University
January 11, 2030 - January 1, 2011

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment