Pipeline ownership
Builds scalable workflows and realtime environments in Unreal Engine, with import/interchange pipelines, asset management, validation, optimization, documentation, and debugging practices.
CV / Technical Artist
With experience across technical art, 2D/3D motion graphics, and design, I specialize in procedural content, artist-friendly tools, scalable Unreal Engine workflows, shader programming, realtime VFX, PCG, and mentoring cross-functional teams.
Profile
A practical bridge between art direction, engineering constraints, and production delivery.
Builds scalable workflows and realtime environments in Unreal Engine, with import/interchange pipelines, asset management, validation, optimization, documentation, and debugging practices.
Guides and mentors teams, aligning visual quality, gameplay needs, production goals, and engineering feasibility before late-stage blockers appear.
Combines visual shader programming and HLSL, Niagara, PCG, procedural tools, and Blueprint systems to create optimized visual systems for interactive environments.
Timeline
Across the years, I gradually climbed the computer graphics ladder from 2D to 3D, motion, and the technical side of real-time production.
June 2023 - Present / AILiveSim, Helsinki
AILiveSim / Helsinki
May 2022 - November 2022 / Hasin Group, Tehran
September 2020 - April 2022 / Wallex Exchange, Tehran
2017 - 2022 / Freelance, international clients
September 2018 - May 2020 / Jeanswest, Tehran
2017 - 2018 / Seyagh Software, Tehran
2015 - 2017 / Mohitara, Tehran
Notable works / last 3 years
Coordinated and hands-on design and ideation across the systems, with review and optimization kept close to production delivery.
Tools
Artist-facing automation built around real production pain points in large Unreal repositories.
Create splines around static mesh components in Blueprints to support bounding-box calculation, and bulk edit inner Blueprint component values through scripts.
Recursively retrieves dependencies and referencers, supports moving assets with dependencies, and gives production teams a safer way to inspect large Unreal repositories before relocation or cleanup.
Set material parameters at scale based on naming conventions or custom logic, with tools for standardizing material instance setup across thousands of assets.
Find material-instance texture assets, check resolution, then compress or pack textures with ImageMagick and pngquant for repository-scale optimization.
Changes static mesh pivot points across 27 possible positions while maintaining transforms for already placed level actors, including transform correction for instanced static meshes and StaticMesh actors.
Shaders / VFX / PCG
Material systems, shaders, VFX, and PCG systems.
CV actions
Email: amirhoseinghs.94@gmail.com · Phone: +358 40 588 7919 · Helsinki, Finland