CV / Technical Artist

Technical art leadership, tools, shaders, and realtime systems.

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.

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Profile

What I bring into production.

A practical bridge between art direction, engineering constraints, and production delivery.

01

Pipeline ownership

Builds scalable workflows and realtime environments in Unreal Engine, with import/interchange pipelines, asset management, validation, optimization, documentation, and debugging practices.

02

Technical direction

Guides and mentors teams, aligning visual quality, gameplay needs, production goals, and engineering feasibility before late-stage blockers appear.

03

Realtime craft

Combines visual shader programming and HLSL, Niagara, PCG, procedural tools, and Blueprint systems to create optimized visual systems for interactive environments.

Timeline

Work experience.

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

Lead Technical Artist

  • Lead a cross-functional team of 3-6 technical artists, owning scalable art pipelines and realtime workflows in Unreal Engine 5.
  • Drive custom tool and automation development with Python and Editor Utility Widgets for level building, asset management, and material workflows.
  • Plan procedural content pipelines with modular, efficient, artist-friendly toolsets.
  • Establish best practices for performance optimization, shader development, documentation, and debugging complex visual issues.
  • Mentor technical artists and bridge tech and art teams so visual, gameplay, simulation, and production goals stay aligned.

Notable works / last 3 years

Core development and systems.

Coordinated and hands-on design and ideation across the systems, with review and optimization kept close to production delivery.

Realtime systems

  • Upgrade from Unreal Engine 4 to Unreal Engine 5.
  • Spreadable volumetric fire and smoke placer with Niagara.
  • Open-world boat splash system with Niagara, including R&D on NDC / NDI and water interaction from static mesh vertices.
  • Complete sensor-based weather system with Niagara, replicated and working with scene captures.
  • Density-based lightning system with Niagara, replicated and controlled through UI.
  • Seeking logic for in-game missiles with Blueprints.

Geospatial world reconstruction

  • Coordination and ideation for generating large worlds from geospatial data.
  • R&D on GIS spatial data in Unreal Engine, focused on Google 3D Tiles and Cesium.
  • Implementation of many object placers with different runtime Blueprint logics.
  • Coordinated several digital twins of real-world locations using World Partition levels.
  • Planning, coordination, and design of procedural content pipelines for modular, efficient production.

Simulation-ready asset preparation

  • Coordination and ideation on a full AI-first asset pipeline to prepare assets for simulation and sensors.
  • Import pipeline implementation and later conversion to an interchange pipeline.
  • Automation on material instance creation, texture optimization, folder structure, and naming conventions.
  • Automation on triangle count checks, material index checks, and production hygiene validation.
  • Performance optimization practices and debugging of complex visual issues.

Tools

Editor utilities and automation.

Artist-facing automation built around real production pain points in large Unreal repositories.

Blueprint Automation

Blueprint parsing and component edits

Create splines around static mesh components in Blueprints to support bounding-box calculation, and bulk edit inner Blueprint component values through scripts.

Asset Action Utility

References and dependencies check

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.

Material Automation

Material instance automation across 4K assets

Set material parameters at scale based on naming conventions or custom logic, with tools for standardizing material instance setup across thousands of assets.

Bulk Texture Operations

Texture discovery, compression, and packing

Find material-instance texture assets, check resolution, then compress or pack textures with ImageMagick and pngquant for repository-scale optimization.

Editor Utility Widget

Pivot Pointer

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

Rendering vocabulary.

Material systems, shaders, VFX, and PCG systems.

Fire shader10K+ emissive material billboardsCustom volumetric cloud nodeVolumetric fogProcedural height-based dirtMaster materials for 4000+ assetsSnow coverageRain droplet shaderRain ripplesRain splashesSnow shaderSkySphere materialProcedural landscape materialVolumetric cloud materialHeat haze post processOutline objectsCustom stencil camera effectsBSDF / spectral rendering R&D

CV actions

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Email: amirhoseinghs.94@gmail.com · Phone: +358 40 588 7919 · Helsinki, Finland

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