Technical Artist with extensive experience bridging Art and Engineering in Unity, focused on building efficient pipelines, optimizing assets and shaders for real-time performance, and developing Tools that streamline production for artists and developers.
Across game studios and interactive digital projects, I have defined asset specifications, implemented rendering and VFX solutions, created automation scripts in C#, and ensured visual quality under strict performance constraint
In my role as a Technical Artist, I focused on bridging the gap between creative vision and technical execution to ensure polished, engaging experiences.
I wore many hats, from developing and implementing asset production pipelines to defining specifications for models, textures, shaders, and UI integration, as well as creating the actual assets, all with the goal of supporting a consistent and high-quality user experience.
As a Technical Artist for a Digital Arts studio, I have developed, from graphics to code, a multitude of visual interactive experiences, very often experimental that leverage emerging technologies like WEB3 and NFT.
My contribution as a Technical Artist for the Game development team at GP was equal parts Art and Implementation both creating stunning visuals and integrating them into the tools.
Later promoted to UX/UI Designer, I researched and designed product experiences for the various platforms of the company that reached millions of users around the word.