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3D artist

Рассматривает должности:
3D artist, Technical Artist, Level Artist, Level Designer, VFX Artist
Город проживания:
Киев
Готов работать:
Удаленно

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Vadim Veselyanskiy
About Me
I'm a technical artist specializing in pipeline development,
optimization, and performance profiling. I work with real-
time visual effects, shaders, and performance analysis in
Unreal Engine on PS, Nintendo Switch, Xbox, and PC. I
have extensive experience in environment design, level
design, optimization, pipeline creation, and pipeline
standards, whether it's open worlds with dynamic lighting
and large landscapes or corridor-like environments with
precise player timing. I help bridge the creative and
[открыть контакты](см. выше в блоке «контактная информация») technical aspects of game development by creating tools,
[открыть контакты](см. выше в блоке «контактная информация») eliminating pipeline bottlenecks, and ensuring excellent
artstation.com/cgpine
and smooth gameplay while fixing graphical bugs and
Languages:
Russian (native) frame rate drops. I also develop my own indie projects,
Ukrainian (native) two of which are already on Steam.
English (intermediate)

Hard Skills:
Optimization, Blueprints, Profilling, Working with consoles (NX, Gen8, Gen9), Materials, R&D, Draft, Low-poly, High-poly,
Retopology, UV Mapping, Baking Maps, Texturing (PBR), Lighting (Static and Dynamic), Post-processing, VFX, Working
with Project Settings, ini file, AI (Behavior Tree), AI Generation (A1111, ComfyUI), Hunyuan WIP, NavMeshes, Level Art,
Level Design, World Composition(Partition), Landscapes, Foliage, PCG, Troubleshooting, Fixing visual bugs, Writing
documentation, Drawing up technical requirements, Working with Source Controls, Steamworks.

Soft Skills:
Collaboration, Open-Mindedness, Active Listening, Problem Solving, Brainstorming, Purposefulness, Improvisation,
Curiosity, Work between departments, Mentoring, Openness to Help, Responsibility, Engagement.

Programs that I use at work:
Blender, RizomUV, Zbrush, Marmoset, Substance Painter \ Designer, Unreal Engine 4 \ 5, Unreal Insights, Render Doc,
Razor (For Profilling on PlayStation), PIX (For Profilling on Xbox), Photoshop, Aseprite, Premier Pro, Vegas, also can work
in Unity. OvenVPN Source Controls: Github (Can setup repo), Perforce, SVN Tortoise, Source Tree

Experience

Technical Artist | N-ix Games
Nov 2024 – Nov 2025
I worked on an open-world strategy game with procedural generation. I optimized VSM, Lumen, Nanite,
Materials, Landscapes, configured the HLODs and World Partition systems. I developed a pipeline for artists
and facilitated communication between the art and programming departments. I pitched game design solutions
and created weather, atmospheric, and game VFX. I conducted R&D, evaluated projects for porting, and wrote
documentation.
Experience

Technical Artist | Fractured Byte
Jun 2022 – Nov 2024
Biomutant (Nintendo Switch, PS4, Xbox One)
Worked on optimization for porting to the Nintendo Switch and 8th-generation consoles. Optimized environment assets
(ISMA, HISMA, Merge, Proxy Mesh), draw distances, worked with lighting optimization, reduced the number of material
instructions, worked with landscapes, post-process materials, and particle systems. GPU and CPU profiling, memory
reports, and various know-how were used to maintain high-quality visuals while reducing load.

Mortal Kombat 1 (Nintendo Switch)
Working with the environment, reworking assets for porting the game to the Switch. Mentoring team members on
optimization, writing documentation for unusual solutions, lighting baking, working with vegetation, materials, and
identifying performance bottlenecks.

Insurgency Sandstorm 1.16+ (PC)
Working with a completed project, refining it, fixing errors, and improving performance. Working with terrain, effects,
blueprints, animations, adding new assets, and developing new content. Troubleshooting issues with the multiplayer
portion of the game, animation playback and logic, troubleshooting GPU, CPU, and memory issues, as well as bugs that
could give an advantage over other players.

Batman Arkham Asylum (Nintendo Switch)
Technical Artist - as technical artist in my responsibility was to find problem bottle neck, optimization, profiling and find
solutions.

Experience
Level Artist | Dtech (Deep Hi-Tech UA)
Oct 2021 – Jul 2022
At DTech, I had an incredibly interesting experience creating cinematics for special VR attractions in Ukraine, Poland,
Bulgaria, and the USA. I developed the script based on a given theme, created location draft, coordinated a team of
environment artists and animators, managed the visual aspects of the location, as well as lighting, post-processing
settings, and camera work. I also set up rendering settings and handled the post-production of the final videos.

Experience
Freelance \ Outsourcing
Jan 2021 - Nov 2023
On freelance and outsourcing, I've also had some interesting projects. Besides the usual creation of stylized assets on
commission, I worked as a troubleshooter on an unannounced RPG, focusing on optimization and setting technical
requirements for assets. I also worked on a VR project for the Lviv Museum 'Tustan,' where we developed a small game
that transported us back to the time when the fortress existed. We could walk around it, observe the daily life of people of
that era, and complete some quests.

Indie projects:
Bhop Up!
Fiora
The Trailer Incident

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