Started my career in early 2000s as a VFX Artist for commercials and feature films.
Went into indie gamedev in 2015.
After 4 titles with some assorted successes (multiple titles being featured on the App Store, one of them being chosen as "best mobile game of the year" in 2020) I transitioned into "major" companies such as Sunday and Product Madness, where I can utilize my broad knowhow in every aspect of games development initially as a Senior Technical Artist, and now as an Associate Art Lead.
On top of usual Tech Art tasks, I'm managing/mentoring Technical Artists, creating extensive documentation, evaluating and eliminating technical issues, making sure VFX, Animation and overall Polish fits within the performance budgets of mobile devices on a title with 100.000+ DAU.
As the Senior Technical Artist, my main responsibilities are VFX, Shader Development, Animation (In-game and Cinematics), UI Implementation and occasional help on Art tasks.
I have multiple responsibilities ranging from VFX to Art Direction to Game Design to Prototyping.
I've decided to take my chances on a new career and founded a niche indie development studio called Happy Doze.
I've released numerious games with an assorment of successes:
- Planet Runners (featured on the App Store)
- BIT QUAKE (featured on the App Store)
- miniPVP
- Dungeon Falan (Best Mobile Game of 2020 - TouchArcade)
I worked as a Autodesk Flame Artist and delivered VFX / Compositing / Motion Graphics / Finishing work on service commercials and movies. Being a Flame Artist for years, I'm used to be the "last stop" at the production line and deliver polished results in super-tight deadlines. As a Flame Artist, I've had the chance to strengthen my communication skills greatly since it was a job that involved dealing with lots of people including Producers, Directors or CEOs on a daily basis.
I worked as a Autodesk Flame Artist and delivered VFX / Compositing / Motion Graphics / Finishing work on service commercials and movies. Being a Flame Artist for years, I'm used to be the "last stop" at the production line and deliver polished results in super-tight deadlines. As a Flame Artist, I've had the chance to strengthen my communication skills greatly since it was a job that involved dealing with lots of people including Producers, Directors or CEOs on a daily basis.