About
Senior Tech Artist and
Character Pipeline Supervisor.
Character Pipeline Supervisor.
I'm Rév — a senior technical artist with a career spanning over a decade. I started off with characters, then moved into shaders and pipeline development for the thrill.
Optimisation comes naturally after years of working close to VR headsets and their performance budgets. I thrive on building custom solutions to new problems.
My day job is the bridge between art and programming — making the artists' work shippable, and making the engineers' tools bearable to use. I write some high-level Python, some low-level assembly (NASM), and some specialised MaxScript.
Outside of all that I keep a small open-source habit, enjoy long motorcycle rides on the winding roads, and read more than I write.
Experience
- Identified and co-authored a fix for a bug in the zallist “Simple Lit” shader graph implementation for Unity, where opaque shaders rendered as transparent under mixed-reality passthrough.
- Developed a Unity tool for calculating shader variants through a button-driven UI, eliminating the need to run multiple in-game scenarios manually.
- Resolved two defects in the Meta SDK mixed-reality pipeline: distant virtual objects failing to render or occlude correctly, and glass being tracked as an opaque surface in environment depth. The fix added a 16-bit channel to the existing _depthMaskRT buffer to act as an occlusion flag activated on glass surfaces.
- Extended Meta SDK functionality in Unity to support distant virtual objects in augmented reality despite the sensor's depth-data range limitations.
- Authored a custom invisible-lit shader that writes to Z-depth, enabling both occlusion and relighting for Meta's MRUK within mixed-reality environments.
- Built a tool that generates primitive colliders from imported 3D assets, reducing manual setup time for the environment team.
- Implemented a UV-based shapekey system in Blender to convert Character Creator characters into the studio's custom character pipeline.
- Implemented shader-based particle culling to contain particles within a room without relying on colliders, reducing CPU overhead.
- Optimised shaders and authored VFX (decals, weapon effects, impacts, bear spray, smoke, and others) in Unity using HLSL and C#.
- Profiled runtime performance using OVR Metrics Tool and RenderDoc.
- Produced 3D models with trim-sheet textures, alongside clothing and dynamic props for the environment.
- Led end-to-end redevelopment of the character pipeline, improving the modular character system and establishing a studio-wide custom rigging workflow.
- Optimised Unreal Engine performance through the development of consolidated master shaders, reducing instruction count and texture-lookup operations to meet VR performance budgets while raising character visual fidelity to AAA standards.
- Supervised the international character team at the Bangkok studio.
- Completed a three-month assignment on behalf of V-Armed, training the Bangkok studio's character artists on the master shader and rigging system developed in-house, and facilitating knowledge transfer and pipeline adoption across studios.
- Contributed to the character look-development pipeline and produced clothing assets and hair grooms using XGen.
- Developed custom tooling to adapt proprietary third-party character rigs and convert them for use in game engines, streamlining the character-creation pipeline.
- Authored a proprietary Python tool for MetaHuman rig transfer within Maya, predating Epic Games' official DNA file editing capabilities.
- Engineered custom tooling for the seamless transfer of speech-synthesis animations between Maya and Unreal Engine.
- Produced realistic characters within the technical constraints of VR for the simulation-based video game Artheon VR Museum.
- Created creatures and characters for a mobile video game.
- Rigged and animated blob-like characters to simulate soft-body behaviour while staying within a strict joint budget.
- Maintained the studio's in-house 3ds Max exporter tool, authored in MaxScript, to remain compatible with ongoing updates to the proprietary game engine.
- Produced miniature models of trucks and vehicles and rendered them using KeyShot.
Projects
Stack & tools
3D Software
Maya3ds MaxBlender (intermediate)Houdini (beginner)ZBrushMarvelous DesignerWrap 3DMariSubstance DesignerSubstance PainterOrnatrixXGen
Game Engines
Unreal Engine 5Unity 2022 LTSUnity 6
Rendering
V-RayArnold
Programming
PythonC++C# (Unity)HLSL
Scripting
MaxScript (intermediate)AutoHotkeyHTML/CSS
Visual Scripting
Unreal Blueprint
Collaboration & Tooling
PerforceGitJiraMonday.comMicrosoft TeamsSlackDiscordConfluence