Технический художник (UE)/Technical Artist
Описание
DANIIL DANILEVSKII / TECHNICAL ARTIST 1 / 2TECHNICAL ARTIST / PORTFOLIO CV
DANIIL
DANILEVSKII
+7 921 443-32-09 | ArtStation portfolio
danyadanikfoe@mail.ru ART × ENGINEERING
Technical Artist with 5+ years of experience across AAA,
PC, console, and mobile production. I bridge art and
engineering through asset integration, real-time
profiling, material and shader pipelines, lighting
troubleshooting, and practical tools for artists. I have
experience with realistic and stylized projects in Unreal
Engine, Unity, and proprietary technology.
5+ YEARS
Production experience AAA · PC · CONSOLE
Including mobile production REALISTIC + STYLIZED
Unreal Engine · Unity · proprietary tech
01 / Professional experience
Dream Dock | Technical Artist Oct 2025 - Present
Projects: Dreadmoor (Unreal Engine 5.6)
• Set up level objects, Blueprints, materials, VFX, water, lighting, and environmental systems across production maps.
• Develop and tune UltraVolumetrics and UDS workflows for day/night transitions, local fog, and player/ship
interactions.
• Create Unreal Editor and Blueprint tools for content setup, World Partition, Data Layers, and artist support.
Akronix | Technical Artist Mar 2025 - Sep 2025
Projects: Diamond Sword; Wooden Sword (Unreal Engine 5)
• Validated and integrated assets while maintaining project structure and material pipelines.
• Created and maintained production tools with Python, C++, and Unreal Blueprints.
• Profiled graphics, resolved lighting issues, and documented technical workflows for the team.
• Created and maintained Level Art materials while supporting environment asset integration, scene assembly, and
visual consistency across production levels.
Sperasoft, a Keywords Studio | Technical Artist 2022 - 2025
Projects: Mortal Kombat (UE4, NetherRealm Studios); Halo Infinite (proprietary engine, 343 Industries); unannounced mobile title
(Unity); PUBG: Blindspot and PUBG: Battlegrounds - Erangel Remaster (UE5, Krafton)
• Integrated and validated assets, VFX, animation, UI, shaders, and materials across Unreal Engine, Unity, and
proprietary pipelines.
• Profiled graphics and reviewed persistent levels, collision, physical materials, and content setup for performance and
correctness.
• Built Python and Blueprint tools, reusable level-art Blueprints, and DCC utilities for Maya and Substance Painter.
• Created and maintained base materials, layered material systems, project hierarchy, and version-control foundations.
• Supported art, design, and UI teams; reviewed work, resolved technical issues, and maintained documentation.
Game Insight | Technical Artist / Sub-lead 2021 - 2022
Projects: The Tribez
• Reviewed, corrected, integrated, and configured production assets.
• Created and maintained tools, project structure, and technical documentation.
• Supported the art team, provided technical feedback, and coordinated day-to-day quality checks.
DANIIL DANILEVSKII / TECHNICAL ARTIST 2 / 2DANIIL DANILEVSKII / TECHNICAL ARTIST
Research & technical practice
InsertBlankApply / Personal UE5.8 Project / 2026
Projects: Procedural environments, character systems, and gameplay prototypes
01 / Procedural environments
Developed PCG-based modular environment workflows
for spline roads, building facades and layouts, asset
classification, and water-surface sampling using
Blueprint and C++ PCG elements. 02 / Character & body systems
Prototyped MetaHuman character and body workflows,
inspection interactions, Control Rig integration, morph-
target authoring, and Deformer Graph experiments.
03 / Animation & gameplay
Explored animation and gameplay systems including
Pose Search / Motion Matching, Motion Warping,
Chooser, Mover, Gameplay Tags, and Enhanced Input. 04 / Customization & real-time effects
Used Mutable for runtime character-customization
experiments; created Niagara and material prototypes
and basic MetaSound graphs.
05 / Stylized rendering
Configured and troubleshot UE5.8 Substrate Toon BSDF
materials and Toon Profiles, including editor-side
Python refresh and recompile automation. 06 / Dialogue & quest systems
Integrated Ink / Inkpot into dialogue and quest
prototypes with branching choices, persistent story
state, objective and subquest tracking, journal UI, and
in-world guidance.
02 / Core expertise
TECHNICAL ART
asset validation and integration;
graphics profiling and optimization;
materials and shaders; lighting and GI
troubleshooting; VFX and animation
support; pipeline documentation. UNREAL ENGINE
UE4/UE5.6/UE5.8, Blueprints,
Material Editor, Substrate / Toon
BSDF, World Partition, Data Layers,
HLOD, Water System, Niagara, PCG
Framework, Control Rig,
MetaHuman, Mutable, Deformer
Graph, Ink / Inkpot dialogue systems. Scripting
Python / Unreal Python, C++ for
tools/editor extensions, C#, MEL,
JavaScript
DCC & art tools
Maya, Blender, Houdini, ZBrush,
Substance 3D, Marvelous Designer,
Photoshop
Profiling & version control
PIX, Perforce, Git.
03 / Additional technical background
Procedural and DCC
Houdini procedural vegetation, rocks,
destruction, fluid and hair
experiments; Maya/Blender rigging
and animation; ZBrush character and
hard-surface sculpting; Marvelous
Designer clothing workflows. Materials and content
Substance Designer procedural
materials and value processors;
Substance Painter/Alchemist
workflows; baking, high/low-poly
production, skinning, and 2D
animation/VFX. Programming experiments
Vulkan renderer fundamentals,
OpenGL Game of Life, Perforce/file
automation in Python, Photoshop
JavaScript tools, and Markov-chain
text generation.
EDUCATION
Saint Petersburg State Institute of Technology - Information Technology
studies, 2017 (degree not completed). LANGUAGES
Russian - native; English - B2 / upper-
intermediate; Chinese - basic; Japanese - basic.
26 октября, 2016
Наталья
Город
Москва
Возраст
38 лет (17 мая 1988)
26 октября, 2016
Григорий
Город
Москва
Возраст
53 года (29 декабря 1969)
28 октября, 2016
Мадия
Город
Москва
Возраст
55 лет ( 5 июня 1971)