PRODUCTION PORTFOLIO
Please consider all publications on this blog as an integral part of my professional experience. The work showcased in these articles, along with the ideas and insights they present, is entirely my own and reflects the knowledge, skills, and expertise I have developed throughout my career.
World Makers -"MVX" (2025 - Present)
World Makers is a tiny startup where I've been fortunate enough to work. As the only Technical Artist on the team, I've been responsible for everything from C++ programming to fire simulation and destruction systems, all built by my own hands.

Procedural Collapse System for NPC Spawning

HDA debug

Grab and Throw System

Procedural rift system test

Character Death Effect Test
4A Games -"La Quimera" (2021-2025)
On the La Quimera project, I founded the VFX department and established an efficient pipeline. After that, I focused entirely on deep technical tasks in the role of Principal R&D. Below is an incomplete list of the features I implemented for the LQM project on March 2025.
At the pre-release stages, I focused on GPU profiling. A large number of entities were zoptimized. Many sub-tasks were created. A significant number of solutions were developed.
Ghosting Effect Component
Dynamic Wetness System
A transition effect for holographic video
Vegetation Fire System
Multithreaded Ray-Tracing System for a Laser Scanner
Laser Scanner Performance Test
Frag Lab - “Eden” (2023 - 2024)
A unique experience leading an entire studio as Technical Art Director during its transition from Amazon Lumberyard to Unreal Engine. It was one of those rare roles where you arrive first, leave last, and still feel there aren't enough hours in the day.
A simple window glass destruction system
Highly optimized water ripple system
4A Games - "Nebula" (2020-2021)
Wall dissolve Test
Lost one (Ghost)
Ferrofluid LODs 4A Games - "Nebula" (2020)
Ferrofluid Surface
Ferrofluid















