I am a Technical Art Director with extensive experience leading cross-functional teams and driving art pipeline innovation at major studios including EA, Zynga, and Pocket Gems, as well as startup studios. I excel at bridging artistic vision with technical implementation, building and mentoring multi-national technical artist teams, and adapting new technologies to evolve traditional art production workflows. My strengths include studio-wide art pipeline leadership, cross-discipline collaboration in agile environments, and delivering performant visuals across mobile, console, and PC. I am passionate about empowering artists with tools and pipelines that boost creativity, quality, and efficiency.

Simon Kandah

I am a Technical Art Director with extensive experience leading cross-functional teams and driving art pipeline innovation at major studios including EA, Zynga, and Pocket Gems, as well as startup studios. I excel at bridging artistic vision with technical implementation, building and mentoring multi-national technical artist teams, and adapting new technologies to evolve traditional art production workflows. My strengths include studio-wide art pipeline leadership, cross-discipline collaboration in agile environments, and delivering performant visuals across mobile, console, and PC. I am passionate about empowering artists with tools and pipelines that boost creativity, quality, and efficiency.

Available to hire

I am a Technical Art Director with extensive experience leading cross-functional teams and driving art pipeline innovation at major studios including EA, Zynga, and Pocket Gems, as well as startup studios. I excel at bridging artistic vision with technical implementation, building and mentoring multi-national technical artist teams, and adapting new technologies to evolve traditional art production workflows.

My strengths include studio-wide art pipeline leadership, cross-discipline collaboration in agile environments, and delivering performant visuals across mobile, console, and PC. I am passionate about empowering artists with tools and pipelines that boost creativity, quality, and efficiency.

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Work Experience

Technical Art Director at Fortis Games
March 1, 2025 - September 8, 2025
Led the Technical Art team (2→6) for an unannounced mobile project; implemented API for all character visual tech in Unity C# and built data-driven world map visual tech in Unity C#; drove cross-functional art pipeline improvements and toolchain enhancements.
Technical Art Director at Fortis Games
March 1, 2025 - September 8, 2025
Unannounced Mobile project; Grew Technical Art team from 2 to 6, implemented API for all character visual tech in Unity C#, implemented data-driven world map visual tech in Unity C#
Technical Art Director at Branch Technologies
May 1, 2023 - September 8, 2025
Technical Art Director for Castaways (WebGL/Mobile; Web3); implemented API for all character visual tech in Unity C# and supported cross-platform pipeline needs.
Technical Art Director at Branch Technologies
May 1, 2023 - September 8, 2025
Castaways (WebGL/Mobile - Web 3); Implemented API for all character visual tech in Unity C#
Technical Art Director at Super Evil Mega Corp
May 1, 2022 - September 8, 2025
Implemented GLSL toon shader pipeline for TMNT: Splintered Fate, Catalyst Black, and an unannounced title across Substance Painter, Maya, and a custom game engine with full previews across all views.
Technical Art Director at Super Evil Mega Corp
May 1, 2022 - September 8, 2025
TMNT: Splintered Fate, Catalyst Black & Unannounced Project (Mobile, Console, PC); Implemented GLSL toon shader pipeline for TMNT in Substance Painter, Maya, and Custom Game Engine with full preview across all views
Technical Art Director at Pocket Gems
May 1, 2021 - September 8, 2025
Studio Technical Art Director for 3 projects and prototypes; implemented PBR GLSL shaders in a Custom Game Engine; reverse engineered an older environment pipeline to Unity and exported to a Custom Game Engine.
Technical Art Director at Pocket Gems
May 1, 2021 - September 8, 2025
Wild Beyond/Rebel Skies, War Dragons, New Game Projects (Mobile); Studio Technical Art Director for 3 projects and numerous prototypes, implement PBR GLSL shaders in Custom Game Engine, reverse engineered a previous environment pipeline to be authored in Unity exported to a Custom Game Engine
Graduate/Undergraduate Part-Time Instructor at Academy of Art University
May 1, 2017 - September 8, 2025
Online instruction in Unity Programming C#, portfolio presentation, thesis preparation; participated in thesis panels and provided portfolio coaching.
Lead Technical Artist at NC Soft (Iron Tiger Studio)
May 1, 2017 - September 8, 2025
Implemented shaders and animation controllers for a canceled mobile battler project; supported shader and animation tooling pipelines.
Graduate/Undergraduate Part-Time Instructor at Academy of Art University
May 1, 2017 - September 8, 2025
Unity Programming C#, Portfolio Presentation, Thesis Preparation (Online); Graduate Thesis Approval Panel; Online instruction, project and portfolio feedback, individual student coaching for portfolio and thesis improvement
Lead Technical Artist at NC Soft (Iron Tiger Studio)
May 1, 2017 - September 8, 2025
Canceled Project (Mobile); Implemented shaders and animation controllers for character battler mobile game
Technical Art Director at Zynga Inc.
November 1, 2016 - September 8, 2025
Implemented asset pipeline, shaders and optimizations for Empires & Allies; contributed to shader/tooling improvements and pipeline efficiency for mobile titles.
Technical Art Director at Zynga Inc.
November 1, 2016 - September 8, 2025
Empires & Allies, Canceled Prototype (Mobile); Implemented asset pipeline, shaders and optimizations
Technical Art Director at Rumble Entertainment
November 1, 2014 - September 8, 2025
Implemented character and environment pipelines for a Custom Game Engine; developed a high-quality 2.5D environment pipeline for streamed content.
Technical Art Director at Rumble Entertainment
November 1, 2014 - September 8, 2025
Kingsroad, Nightmare Guardians (Mobile); Implemented character and environment pipelines for Custom Game Engine, unique 2.5D environment pipeline using high quality rendered assets for streamed content
Lead Technical Artist at Electronic Arts/Maxis
August 1, 2011 - September 8, 2025
Lead pre-visualization for new Sims art direction; created HLSL shaders for a Custom Game Engine; grew the technical art team from 2 to 4.
Lead Technical Artist at Electronic Arts/Maxis
August 1, 2011 - September 8, 2025
Sims 4 (Mobile, PC); Early pre-vis for new Sims art direction involving HLSL shader creation for Custom Game Engine, grew the technical art team from 2 to 4
Technical Art Director / Senior Technical Artist at Slipgate Ironworks (Gazillion)
June 1, 2010 - September 8, 2025
Shader pipeline for Custom Game Engine and shader optimizations across two canceled PC projects.
Technical Art Director/Senior Technical Artist at Slipgate Ironworks (Gazillion)
June 1, 2010 - September 8, 2025
2 Canceled Projects (PC); Shader pipeline for Custom Game Engine, optimizations
Technical Artist / VFX Artist at Blue Shift, Inc.
October 1, 2008 - September 8, 2025
Shader pipeline for Custom Game Engine; VFX creation and shader optimization for Midway titles.
Technical Artist/VFX Artist at Blue Shift, Inc.
October 1, 2008 - September 8, 2025
Midway: Blitz The League II, Midway: NBA Ballers: Chosen One (Xbox 360/PS3); Shader pipeline for Custom Game Engine, VFX creation & shader optimization
Technical Artist/3D Artist at Perpetual Entertainment
January 1, 2008 - September 8, 2025
LOD creation, shader creation, and tools pipeline for Gods & Heroes and Star Trek Online.
Technical Artist/3D Artist at Perpetual Entertainment
January 1, 2008 - September 8, 2025
Gods & Heroes, Star Trek Online (PC); Asset LOD creation, shader creation, tools pipeline

Education

Bachelor’s Degree of Science, Game Art & Design at Art Institute of California, San Francisco
January 11, 2030 - September 8, 2025
Computer Science Studies at San Jose State University
January 11, 2030 - September 8, 2025
Bachelor’s Degree of Science, Game Art & Design at Art Institute of California, San Francisco, CA
January 11, 2030 - September 8, 2025
Computer Science Studies at San Jose State University, San Jose, CA
January 11, 2030 - September 8, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

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