Hi there! I’m Benjamin Ricks, a technical artist and Unity-focused developer who thrives on turning art into polished, functioning experiences. I enjoy shaping asset pipelines, crafting shaders, and building tools that empower teams to ship high-quality visuals efficiently. I combine creative sensibilities with practical programming to bridge art and code, delivering scenes that feel cohesive and performant. Currently I’m applying my skills at Pace-O-Matic as a Technical Artist/Unity Developer II, focusing on asset implementation, environment art, shader development, and UI improvements. My background includes freelance work and a MR/AR internship, all aimed at pushing the boundaries of immersive visuals while keeping pipelines smooth and maintainable.

Benjamin Ricks

Hi there! I’m Benjamin Ricks, a technical artist and Unity-focused developer who thrives on turning art into polished, functioning experiences. I enjoy shaping asset pipelines, crafting shaders, and building tools that empower teams to ship high-quality visuals efficiently. I combine creative sensibilities with practical programming to bridge art and code, delivering scenes that feel cohesive and performant. Currently I’m applying my skills at Pace-O-Matic as a Technical Artist/Unity Developer II, focusing on asset implementation, environment art, shader development, and UI improvements. My background includes freelance work and a MR/AR internship, all aimed at pushing the boundaries of immersive visuals while keeping pipelines smooth and maintainable.

Available to hire

Hi there! I’m Benjamin Ricks, a technical artist and Unity-focused developer who thrives on turning art into polished, functioning experiences. I enjoy shaping asset pipelines, crafting shaders, and building tools that empower teams to ship high-quality visuals efficiently. I combine creative sensibilities with practical programming to bridge art and code, delivering scenes that feel cohesive and performant.

Currently I’m applying my skills at Pace-O-Matic as a Technical Artist/Unity Developer II, focusing on asset implementation, environment art, shader development, and UI improvements. My background includes freelance work and a MR/AR internship, all aimed at pushing the boundaries of immersive visuals while keeping pipelines smooth and maintainable.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Russian
Intermediate

Work Experience

Technical Artist / Unity Developer II at Pace-O-Matic
April 1, 2021 - Present
Asset implementation, environment art, shader development and tool creation. Assisted in the rapid development of multiple projects, including VFX creation and visual polish, as well as functional improvements and UI implementation. Proficient with C# and rapid prototyping in the Unity engine; contributed to 3D modeling and texturing; created cohesive environments and improved development pipelines.
Freelance Technical Artist at Freelance
January 1, 2017 - Present
Developing game engine tools and 3D assets, including shader work and texturing for client projects. Tools and assets procured via Unity Asset Store. Provided shader work for a VR/AR business entity located outside the United States.
Technical Artist / Unity Developer Intern at Kazendi
August 1, 2018 - September 9, 2025
Assisted with technical art for their Mixed Reality project. Responsibilities included visual fidelity management, lighting and environment creation including textures, models, and optimization for Windows Mixed Reality; custom shaders and VFX creation; supported animation management.
Technical Artist/ Unity Developer II at Pace-O-Matic
April 1, 2021 - Present
Technical responsibilities include asset implementation, environment art, shader development and tool creation. Assisted in the development of multiple projects with VFX creation, visual polish, functionality improvements, and UI implementation. Designed and developed core functionality, C# programming, rapid prototyping in the Unity engine, 3D modeling and texturing, and shader/tool development to improve the development pipeline and create a cohesive environment for an all-around excellent software experience.
Freelance Technical Artist at Self-Employed / Freelance
January 1, 2017 - Present
Developed game engine tools and 3D datasets including models and textures for clients. Offered shader work for a VR/AR business entity located outside the United States.
Technical Artist/Unity Developer Intern at Kazendi
August 1, 2018 - September 9, 2025
Assisted the company in technical artist work for their Mixed Reality project. Responsibilities included visual fidelity management, lighting and environment creation (textures, models), and optimization for Windows Mixed Reality. Also contributed to shader and tool development to improve the development pipeline and create a cohesive environment for an all-around excellent feel for the software.

Education

BS in 3D Animation and Game Development at Utah Valley University
August 1, 2016 - May 1, 2019
AS in Science at Utah Valley University
August 1, 2011 - May 1, 2012
BS in 3D Animation and Game Development at Utah Valley University
August 1, 2016 - May 1, 2019
Associate of Science at Utah Valley University
August 1, 2011 - May 1, 2012

Qualifications

Semi-Finalist, Student Academy Awards
January 1, 2017 - December 31, 2017
Service Mission
January 1, 2012 - December 31, 2014

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education