I’m a Technical Artist and real-time 3D developer specializing in Unreal Engine 5, simulation, and performance-focused technical art. My work blends an artistic background with hands-on engineering—building Blueprints systems, optimizing real-time rendering, and creating immersive environments and levels. I’ve contributed to defence training simulation at the EUDIS Defence Hackathon (INCAS), and I’m currently developing an end-to-end premium mobile psychological horror game at Cuantic Art, from environment and lighting to gameplay systems, materials, and Android deployment. I enjoy working at the intersection of art, technology, and simulation, and I’m especially interested in high-fidelity real-time experiences, robotics-adjacent simulation, and emerging interactive storytelling approaches.

Marius Andrei Rachiteanu

I’m a Technical Artist and real-time 3D developer specializing in Unreal Engine 5, simulation, and performance-focused technical art. My work blends an artistic background with hands-on engineering—building Blueprints systems, optimizing real-time rendering, and creating immersive environments and levels. I’ve contributed to defence training simulation at the EUDIS Defence Hackathon (INCAS), and I’m currently developing an end-to-end premium mobile psychological horror game at Cuantic Art, from environment and lighting to gameplay systems, materials, and Android deployment. I enjoy working at the intersection of art, technology, and simulation, and I’m especially interested in high-fidelity real-time experiences, robotics-adjacent simulation, and emerging interactive storytelling approaches.

Available to hire

I’m a Technical Artist and real-time 3D developer specializing in Unreal Engine 5, simulation, and performance-focused technical art. My work blends an artistic background with hands-on engineering—building Blueprints systems, optimizing real-time rendering, and creating immersive environments and levels.

I’ve contributed to defence training simulation at the EUDIS Defence Hackathon (INCAS), and I’m currently developing an end-to-end premium mobile psychological horror game at Cuantic Art, from environment and lighting to gameplay systems, materials, and Android deployment. I enjoy working at the intersection of art, technology, and simulation, and I’m especially interested in high-fidelity real-time experiences, robotics-adjacent simulation, and emerging interactive storytelling approaches.

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Language

English
Fluent

Work Experience

Simulation Technical Artist | Unreal Engine Developer at INCAS – National Institute for Aerospace Research "Elie Carafoli"
February 1, 2026 - February 1, 2026
Contributed to a real-time C-UAS (counter-unmanned aerial systems) training simulator during the EUDIS Defence Hackathon. Designed and built Unreal Engine 5 simulation environments for drone detection and interception scenarios, implemented interaction logic using Blueprint, and created operator-focused C2 UI/HUD. Helped with multi-sensor visualization concepts (radar, EO/IR, sensor fusion), configured realistic scenario parameters (terrain, weather, wind, visibility), and optimized assets/materials/lighting for real-time performance while collaborating with a multidisciplinary team on a modular simulation platform.
Founder / Solo Game Developer at Cuantic Art / Quantic Games
December 1, 2024 - Present
Developed an end-to-end premium mobile psychological horror game in Unreal Engine 5. Worked on environment art, level design, and Blueprint gameplay systems, including AI-assisted sound design and voice processing. Built a mobile optimization workflow and handled the Android deployment pipeline for release-ready performance.
Environment Technical Artist / Level Designer / Level Artist at Quantic Games
July 1, 2023 - August 1, 2024
Created immersive Unreal Engine 5 levels from blockouts to detailed environment dressing. Focused on mesh and texture creation, material design, lighting, post-process effects, and kitbashing for rapid development. Worked across production phases with research, prototyping, documentation, and asset integration. Integrated AI-driven tools into workflow areas such as sound design, environment/asset concept development, automated documentation, and animation/FX/VFX creation to improve fidelity and reduce production time.
3D Artist (Painter & Sculptor) at Netflix Painter & Sculptor
March 1, 2021 - December 1, 2021
3D Artist (Retina Film / Mobile Game) at Wednesday serial Retina Film 3D Artist
January 1, 2020 - November 1, 2020
Contributed to a 3D mobile game by transforming 2D concepts into consistent, high-quality 3D assets. Produced hard-surface models, UV unwrapping, and high-detail textures in Substance Painter. Used ZBrush for vertex painting and detailing, created LODs for optimization, validated assets in Unity, and simulated realistic clothing for character assets with Marvelous Designer.
Props & Set Visual Artist (Sculptor/Painter) at Dampyr Movie production
March 1, 2019 - November 1, 2019
Sculpted and painted props for the film’s old-town setting, ensuring visual authenticity and integration into the environment. Led and coordinated a team of 10 visual artists for set decorative elements, coordinated with scenographers and set designers, and provided artistic direction and quality control for set dressing and prop creation.
3D & 2D Artist at FUN labs
January 1, 2017 - October 1, 2018
Worked on The Walking Dead: The Telltale Definitive Series and Stranded Deep, focusing on character modeling and the creation of organic and hard-surface objects and props. Handled lighting and texturing, supported asset optimization and visual consistency with the art team, performed UV unwrapping, and created textures (including vertex painting). Validated and integrated assets in Unreal Engine and Unity and participated in QA/debugging to meet performance and visual standards.
Lead 3D Designer at Total Display Media
June 1, 2010 - May 1, 2016
Led 3D concept design and production for premium client projects (e.g., PepsiCo, Philip Morris International, Coca-Cola, Louis Vuitton). Coordinated design teams, facilitated communication between design, engineering, and manufacturing partners, supervised prototype and mass production phases, and ensured quality control. Delivered 2D/3D concepts and production-ready modeling, texturing, and rendering assets for client presentations, and provided support for interior design consulting in collaboration with architecture firms.
Graphic Designer (Visual Media) at Total Display Media
January 1, 2009 - November 1, 2010
Created and delivered graphic design and visual content for IBM Romania events, following brand guidelines. Designed presentation materials, banners, stage backdrops, and promotional graphics, ensuring visual consistency and high standards while collaborating with event organizers.

Education

Bachelor in Fine Arts (Fine Arts, general) at National University of Arts Bucharest
January 1, 2004 - January 1, 2008
Bachelor's degree, Fine Arts (general) at Art highschool "Victor Brauner", Piatra Neamt
January 1, 1999 - January 1, 2003

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics

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