Hello, I'm
Alex Remotti.
Technical Artist & Video Games Computer Developer.
Dedicated to procedural generation, shading, and real-time tooling. I enjoy challenging engine capabilities and crafting immersive 3D environments.
Personal Background
Games & History
I love video games since I was a little boy. My first console was an Intellivision. The first game I played was *Star Strike* at the age of 6. The first renowned game I worked on was *Ubisoft Forumla 1 Racing Championship* for Game Boy Color, published in 2000.
Places & Journeys
To follow my passion, I've lived in multiple locations:
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Italy: Caserta, Santa Margherita Ligure, Milano
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United Kingdom: NewCastle Upon Tyne, Wilmslow
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USA: Los Angeles
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Canada: Oakville, Mississauga
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*...and planning on moving!*
Sports & Mind
I have always loved sports. A balanced mind is key to good development.
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swimming (Team Rapallo Nuoto)
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skiing (Ski School Via Lattea)
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martial arts (Tai Chi Chuan A.I.K. Milan)
Technical Passions
I love experimenting with engine source code, modifying workflows, and pushing tools to their limits.
Core Expertise
- Technical Artist (Procedural Generation & Shading)
- Full Stack Developer (Pre-processing & Realtime)
- Graphics & Engine Programming
- 3D Environments Creation
Engine Experience
- Unreal Engine
- CryEngine
- Unity
- Amazon Lumberyard
- Snowdrop Engine
- Dassault Virtools / Superscape / Build Engine
DCCs & Tools
- Houdini (Houdini is my jam!)
- 3D Studio & 3D Studio Max
- Maya
- General Digital Content Creation Software
Professional Experience
A comprehensive overview of my career, showcasing my dedication across various roles in programming, technical art, and design.
Meta - Horizon
Technical Artist
Meta Horizon Studio. Providing technical art and design for the NPC system in Horizon Metaverse development.
- Typescript NPC Logic modularization.
- Typescript NPC Logic Prototypes and scalability.
- Maya NPC animation and retargeting.
- C++ Code Embodiment prototypes.
More Human Than Human
CONTRACTOR - Technical Director
Unreal Engine 5.6. Oversaw technical Direction and provided tool development, art and technical art contributions. Worked on Visual Studio project creation, tools and plugin choices, development and content creation for the first project prototype.
- Visual Studio Solution Full solution setup for coders and Unreal Game Sync distribution for Art team.
- Perforce User admin and user instruction documentation via Google Sites.
- C++ Modules Math utilities for procedural mesh manipulation and scattering systems.
- C++ Plugins Open street map format importer and geometry generation.
- C++ Plugins Character / Camera and Control system for first and third person with climbing, vaulting and cover system.
- Blueprint Plugins Procedural City tool based on instance batched models.
- Blueprint Plugins Spline based street meshes with automatic landscape carving and material ID painting.
- Blueprint Plugins Character control animation system.
- Blueprint Plugins Enemy AIs.
- Blueprint Plugins In-game menu with mission and real time mini-map.
- Blueprint Plugins GPU Based NPC system.
People Can Fly - Lost Rift
Technical Art Director
Unreal Engine 5.6. Oversaw technical art procedural pipeline and tools and Nanite profiling for high-poly vegetation in Real-time. Created all the vegetation geometry processing pipelines.
- C++ Modules Procedural Mesh geometry attributes read/write.
- C++ Modules Spline math utilities & Spline manipulation utilities.
- C++ Plugins Procedural Vegetation scattering native systems updates.
- C++ Plugins Geometry material ID and submeshes optimization.
- C++ Plugins Raster image to Vector spline areas adapted to world map.
- Blueprint Plugins River terrain carving and river mesh with water flow generation.
- Blueprint Plugins Forest spline biomes based and Crops scattering tools.
- HLSL Vegetation and Rocks shaders. River flow and ocean waves prototypes.
hoYoVerse - Whispers from the Stars
Technical Artist / Technical Director
Unreal Engine 5.3 / 5.4. Served in a dual role, offering high-level technical art expertise and directorial guidance. Worked on skinned character digestion automation tools and Hair import and assignment. R&D on additional blendshapes GPU based system.
- Visual Studio Solution Full solution setup for coders and precompiled GDrive distribution for Art team
- C++ Modules Geometry XTZ to normalized texture RGB values converter. Texture array automated conversion.
- C++ Plugins FBX importer extension to create multiple assets from single source file.
- Blueprint Plugins Lighting and levels transition system.
- Houdini Plugins Hair system attributes management and export HDA tool.
- HLSL GPU / Texture array based additive blendshape geometry shader.
Riot Games - League Studio / TFT
League Studio Technical Art Director / Principal Technical Artist
HexTech Engine. Oversaw technical art Direction and provided principal-level technical art contributions. Worked on WWise audio and shader integration on the HexTech engine. Engine feature prototype and development. Relations with Engineering team Hiring plans & requirements .
- C++ Library / HexTech Engine Audio event propagation to shaders.
- C++ Library / HexTech Engine Parallax multi-layer real-time Menu system.
- Unreal Engine R&D and training.
- Houdini Plugins Automated retopologization and reskinning HDA tool for characters.
Scopely - RPG
CONTRACTOR - Technical Art Director
Provided technical art direction and developed Unity asset management and procedural pipelines for RPG maps. Worked on new rendering pipeline and Substance parity shader.
- C++ Libs Poisson scattering library with dynamic hot-load.
- C# Components Prebaked - Spline based asset distribution system.
- C# Component Prebaked - Nodegraph based system to attach entities (rooms, body parts, tree branches, game POIs).
- C# Component Asset validation and classification for map static elements, gameplay elements and skinned entities.
- GLSL / HLSL Realtime and Substance PBR shader with support of bent normals and color gradients.
Liquid Cube - NetEase PCG Tools
CONTRACTOR - Technical Director
Unreal Engine 4.2 / Unity / Unreal / CryEngine / Lumberyard. Oversaw all the Tooling and coding best practices and contributed individually to all the projects planning and development. Established coding and documentation standards. Ported all tools across Unity / Unreal / CryEngine / Lumberyard.
- Visual Studio Solutions Full solution setup for coders for both Unity 19 and Unreal 4.2.
- C/C++ Libs Cross engine sharable libs for math utils for procedural asset scattering transform batches generation.
- C++ Plugins Cross engine Qt and pyQT standalone interfaces for buildings, scattering, validation of asset data.
- Houdini Plugins Cliff and Vegetation systems based on model batch instances.
- Houdini Plugins Open street map building and road generator with json format output for cross engine digestion.
EA Codemasters - EA WRC 2023
CONTRACTOR - Principal Technical Artist / Technical Art Director
Unreal Engine 4.0 to 4.2. Developed all the vegetation scattering tools. Supported all the asset pipeline processes for the porting from EGO Engine to Unreal. Worked on new LOD baking system.
- C++ Modules Spline math utilities / Spline manipulation utilities / Spline skinning utilities.
- C++ Engine Procedural Vegetation scattering and LOD engine systems updates.
- C++ Plugins Bespoke satellite data conversion to crops, cliff and forest scattering data.
- C/C++ Libs Data pipeline processor for final LOD backing.
- Blueprint Plugins LOD backing to depth texture, world normal and albedo. Final LOD always 7 triangles.
- Blueprint Plugins Animated and physics based track delimiting tape tool system.
- HLSL Per pixel displacement based LOD rendering for farther version.
Rockstar - GTA VI
Associate Principal Tools Programmer
R.A.G.E. Engine / Terrain Editor Tool. Developed all the terrain procedural generation pipeline and the vegetation scattering tools and processor. Created both standalone dockeable interface based editor and Headless scalable remote and data patchable version of the pipeline.
- C# Tool/Content-Editor-Processor Linear step by step world data pipeline (heightmap -> terrain -> texturing -> road and city Boolean geometry clipping -> vegetation scatter -> LODs).
- C# UI XAML Model / ViewModel based dockeable interface.
- C# Processors Terrain generation for displacement maps.
- C# Processors Tile and scalable terrain tessellation for terrain streaming and LODs.
- C++ Libs External Preview viewport to replicate in-game shading.
- Houdini Plugins Terrain material attributes processor.
- Houdini Plugins Biome maps based placement processor.
- HLSL Parity shaders for editor processing preview of each pipeline step.
Rockstar - GTA V
Associate Principal Tools Programmer
R.A.G.E. Engine. Developed Houdini based terrain procedural generation pipeline and the vegetation scattering tools and processor. Created standalone Houdini scenes for the procedural generation of the Cayo Perico DLC (a complete separate map / Island)
- Houdini Plugins Terrain displacement and erosion processor.
- Houdini Plugins Terrain material attributes processor.
- Houdini Plugins Biome maps based placement processor.
- Houdini Plugins Crops placement processor.
Rockstar - Red Dead Redemption 2
Senior - Principal Technical Artist / Associate Principal Tools Programmer
R.A.G.E. Engine / 3D Studio Max. Developed all the asse validation processor. Improved time of Day Editor. Improved vegetation assets scattering and digestion pipeline.
- C++ Tools mfc based Prototype of Terrain standalone editor tools.
- C++ Processor New intermediary format with scene description and high compression format to support all DCCs.
- C# Tools Geometry validation processors (vertices / faces / attributes / LODs / compression).
- C# Tools Added new transition system for time f day and weather conditions tool.
- maxscript Processors Transform batch exporter for entities and vegetations scattering.
- maxscript Tools Interface to leverage the new C# asset validation processors.
- python Tools Processor wrapper to leverage AI based terrain erosion processor.
CIG - Foundry 42 - Star Citizen
Lead Technical Artist
CryEngine / Lumberyard. Led technical art efforts, focusing on complex procedural and rendering systems. Developed all the asse validation processor. Improved time of Day Editor. Improved vegetation assets scattering and digestion pipeline.
- C++ Tools Instance batch digestion system for Cities.
- C++ Tools Biome based material ageing editor interface.
- C++ run-time Planetary procedural outposts placement system.
- python Tools Nodegraph based geometry connection system for interiors.
- C# Tools Standalone city layout Interface and map generator.
- C# Tools Added new transition system for time f day and weather conditions tool.
- maxscript Tools City editor prototype.
Atom Bank App
Technical Designer / Programmer
Unity. Designed and prototyped user interfaces for immersive online-only banking system. Created new vector based graphic interface prototypes for efficient and optimized user experience.
- C++ Visual Studio Solution XMAL Based interface and page browsing for user mobile experience.
- C# Components 3D based interfaces for user navigation within virtual banking options.
- C# Components Login steps interface integration: voice recognition; face recognition.
- python Tools Nodegraph based geometry connection system for interiors
- C# Tools Standalone city layout Interface and map generator
- C# Tools Added new transition system for time f day and weather conditions tool
- maxscript Tools City editor prototype
The Division - Underground DLC
Senior Technical Artist
Snowdrop. Designed with Game and Art direction and developed procedural generation tools and technical environment assets pipelines for the DLC.
- C# Tools Standalone Editor with 3D viewport for deterministic seed underground nap layout generation.
- C# Tools Standalone management tool for Room variations validation and tracking.
- Blueprints Lighting variations and Gameplay variations selection tools.
The Division
Senior Technical Artist
Snowdrop. Senior-level technical art contributions across gameplay, user interface, and environments.
- Nodegraph real-time Player Skills visual animation and UI: Seeker-mine, Turret, Riot Shield.
- Nodegraph real-time In-World diegetic 3D UI-Mega Optimization.
- Nodegraph real-time In-World diegetic Loot / Skill-Tree / Weapon Modding UIs.
- HLSL In world Snow piling per pixel displacement based prototype.
- HLSL In world UI pulse.
- HLSL In world UI area of selection.
Just Dance 2015
UI Technical Artist
L'Editeur.Specialized in the technical implementation and optimization of the user interface.
- C# Tools Standalone json data generator for complex animated Buttons.
- json data debug Addressing UI data sources and properties inconsistencies.
- json data optimization Animation and VFX data optimization.
- json data creation Setup of new Multiplayer online ranking pages.
Just Dance 2014
UI Technical Artist
L'Editeur. Focused on the technical art pipeline for the game's user interface.
- C# Tools Standalone json data generator for complex animated Buttons.
- json data debug Addressing UI data sources and properties inconsistencies.
- json data optimization Animation and VFX data optimization.
- json data creation Setup of new Multiplayer online ranking pages.
- HLSL Real-time music and motion based shader with aura trail effect.
Primeval
Gameplay Programmer / AI Programmer / Tech Artist
Scratch. Full-stack programming and technical art support for gameplay and AI systems. The game is a Street Fighter clone.
- Node logic Parallax environment system.
- Node logic Player control system.
- Node logic AI behavior.
- Node logic Scoring system.
- Node logic In-game UI.
- MySQL / Javascript Remote ranking system.
Furu Furu
Engine Programmer / Gameplay Programmer / AI Programmer
Cocos 2D. Core development across engine, gameplay logic, and artificial intelligence. The game is a fast pacing puzzle clone.
- XCode Solution XCode solution setup.
- C Code Game and UI asset digestion pipeline and formats.
- C Code Player control system.
- C Code Scoring system.
- C Code VFX.
- C Code In-game UI.
- C Code Facebook posting and ranking integration.
Pepita Up
Engine Programmer / Gameplay Programmer / AI Programmer
Cocos 2D. Responsible for engine programming, gameplay systems, and AI implementation. The game is a Ninja Ponk clone.
- XCode Solution XCode solution setup.
- C Code Game and UI asset digestion pipeline and formats.
- C Code Player control system.
- C Code Scoring system.
- C Code VFX.
- C Code In-game UI.
- C Code Facebook posting and ranking integration.
Regina Di Ripicche
Engine Programmer / Gameplay Programmer / AI Programmer
Cocos 2D. Managed programming for the core engine, gameplay, and AI features. The game is a precision point & click one.
- XCode Solution XCode solution setup.
- C Code Game and UI asset digestion pipeline and formats.
- C Code Player control system.
- C Code Scoring system.
- C Code VFX.
- C Code In-game UI.
- C Code Facebook posting and ranking integration.
Fallen Angel Xbox
Full Spectrum: Programmer / Tech Artist / 2D & 3D Artist
XNA SDK. A multi-disciplinary role covering all aspects of development and art creation.
- Visual Studio Solution Solution setup and plugin integrations.
- C# Code Game and UI asset digestion pipeline and formats.
- C# Code Player and Camera control system wit animation blending: on ground, fight, vehicle, flying.
- C# Code AI: NPCs and Enemy Combat.
- C# Code Cut-Screen image scroll/zoom based system.
- C# Code Infinite procedural mission progress tracking system.
- C# Code VFX.
- C# Code In-game UI: Gauges, Mini-Map, Main-menu, Slot minigame
- HLSL Support for night and day cycle.
- HLSL Support for city water flooding with geometry shader based waves.
- QA Platform approval process.
Enigmistica - Nintendo Ds
Engine Programmer / Gameplay Programmer / Tech Artist
Nintendo DS SDK (Nitro). Engine, gameplay, and technical art contributions for the Nintendo DS title. The game is Crosswords and puzzle game compilation.
- C & C++ Code Game and UI asset digestion pipeline and formats.
- C & C++ Code Lower and Upper case letter drawing recognition.
- C & C++ Code Scrollable crossword tables.
- C & C++ Code Drawing games with precision scoring.
- C & C++ Code Point and click games.
- C & C++ Code Nintendo save system.
- C & C++ Code In-game UI.
- QA Platform approval process.
Wingers
Gamepplay & AI Programmer / Tech Artist
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Virtools. Asset conversion and digestion. Gameplay loop. AIprogramming. UI programming.
- C++ Tools Asset conversion and processing from old engine to Virtools compatible formats and sizes.
- Nodegraph Logic Player Control.
- Nodegraph Logic Enemy AI.
- Nodegraph Logic Multiplayer with online ranking.
- Nodegraph Logic World physics based destruction.
- Nodegraph Logic Cut scne sequnce player.
- QA Game testing and packaging.
Genial Football
C.E.O. / AI Programmer / Tech Artist
Unity. Managed company operations while contributing directly to AI programming and technical art.
- C# Components Grid based path finding.
- C# Components Turn based AI logic.
- C# Components Oppenent team AI.
- C# Components Multiplayer with online ranking.
- mySQL & javascript Web based ranking interface and functionality.
Pirate Party Wii - Pirates: Adventures of the Black Corsair
C.E.O. / Engine Programmer & AI Programmer / Tech Artist
Nintendoware WII. Engine and AI development for the Wii, managing all business and technical aspects.
- C Code Minigames logic.
- C Code Racing game logic.
- C Code Building and packaging system.
- maxscript Geometry attributes processor and exporter.
- maxscript Geometry vertex paint lighting tool automation.
Pirate Party Ds
C.E.O. / Engine Programmer / Tech Artist
Nintendo DS SDK (Nitro). Oversaw the DS title's development, specializing in engine work and technical art.
- C Code Minigames logic porting.
- C Code Asset processor and converter.
- C Code Building and packaging system.
Horrible Histories Wii
C.E.O. / Engine & AI Programmer / Tech Artist
Nintendoware WII. Managed the business while directly programming the engine and AI for the Wii version.
- C Code Minigames logic.
- C Code Racing game logic.
- C Code Building and packaging system.
- maxscript Geometry attributes processor and exporter.
- maxscript Geometry vertex paint lighting tool automation.
- QA QA and platform approval process.
Horrible Histories Ds
C.E.O. / Game Designer
Nintendo DS SDK (Nitro). Game design and CEO duties for the Nintendo DS title.
- C Code Minigames logic adaptation.
- C Code Asset import processors.
- C Code Building and packaging system.
- QA QA and platform approval process.
Marvel Lamincard
C.E.O. / Game Designer
Flash. Managed business development and led the game design for the project.
- HTML Online page interface.
- photoshop Asset processing.
- mySQL & javascript Web based ranking interface and functionality.
Terkel The Game
Virtools. Managed business development and led the game design for the project.
- 3DS Max Modeling and animation.
- Nodegraph Logic Player and Camera controller.
- Nodegraph Logic AI: NPCs and Opponents.
- Nodegraph Logic Minigames.
- QA Debugging and disk packaging.
The Black Corsair
C.E.O. / Engine & AI Programmer / Tech Artist
Renderware. Engine, AI programming, and technical art oversight while leading the company.
- C++ Code Enemy Logic / Crowd AI.
- C++ Code Player Camera.
- C++ Code Out of game UI.
- 3DS Max Lighting Tools.
- 3DS Max Geometry exporters.
- HLSL Fullscreen filters: Bloom. vignette, blur.
- QA Debugging and packaging.
Croma Racer
Gameplay & Shader Developer
Virtools. Dedicated development focusing on gameplay mechanics and advanced shader creation.
- 3DS Max Modeling.
- Nodegraph Logic Player Car and Camera.
- Nodegraph Logic AI: Spline & Physics based opponents.
- C++ Code In-game UI.
- HLSL Fullscreen filters: Motion-blur, Screen-space reflections
- mySQL & javascript Online and localling saved ranking.
Fast Coder
R&D Programmer
Virtools. Focused on research and development for streaming technologies.
- C# Code Connectivity tool user interface.
- C# Code Connectivity self management / auto-connession (ISDN-ADSL).
- C# Code Webpages autogenerator.
- C# Code Skin personalization system.
- Virtools Virtual 3D Conference rooms.
- javascript Cubemap based live streaming projection system.
F1 Racing Championship
Game Designer
C++ Proprietary engine. Game design responsibilities for the racing title.
- Word/span> Game Design Document.
- Track Editor Top down track editor.
- Menu Editor Page flow connection scripting.
- Tweacking Design values iterations.
Rayman M/Arena - PS2
Game Designer
L'Editour - C++ Proprietary engine. Contributed to the game design of the classic platformer series.
- Word/span> Game Design Document.
- LUA Sliding / Skating Logic.
- LUA Trampoline bouncing Logic.
Personal Experiments
A record of my personal exploration and R&D in engines, procedural generation, and technical art.
Dungeon Danger Lua
Game Programmer / Script Programmer / Procedural Tools / 2D Artist
Developed procedural logic and tools with Lua scripting, including 2D art creation.
2022 View Media →
Zelda RPG Clone Lua - CS50 (x3)
Game Programmer / Script Programmer
Multiple exercises focusing on game and script programming fundamentals.
2022 View Media →
Angry Birds Clone Lua - CS50
Game Programmer / Script Programmer
Cloned physics-based gameplay using Lua scripting.
2022 View Media →
Super Mario Clone Lua - CS50
Game Programmer / Script Programmer
Recreated 2D platforming mechanics via scripting.
2022 View Media →
Match 3 Clone Lua - CS50
Game Programmer / Script Programmer
Scripting logic for tile-matching gameplay.
2022 View Media →
Breakout Clone Lua - CS50
Game Programmer / Script Programmer
Scripted the classic arcade game mechanics.
2022 View Media →
Flappy Bird Clone Lua - CS50
Game Programmer / Script Programmer
Scripted simple, timing-based controls and physics.
2022 View Media →
Pong Clone Lua - CS50
Game Programmer / Script Programmer
Fundamental game and script programming exercise.
2022 View Media →
Slick Racer
Technical Director / Shader Programmer / Procedural Tools / 3D & Texture Artist
Full-stack technical project including design, engine, shaders, and procedural tools.
2022 View Media →
C++ - Direct 11 - Inspire Engine
Engine Programmer / Shader Programmer / Procedural Tools / 3D & Texture Artist
Advanced C++ engine development with focus on shaders and procedural features (3rd iteration).
2022 View Media →
Houdini to Cryengine Procedural Cities
Engine Plugin / Shader / Procedural Tools / 3D Artist
Developed a Cryengine plugin using Houdini for large-scale procedural city generation.
2021 View Media →
Procedurality Editor
Tools Programmer / Environment Tech Artist / Model & Texture Artist
Developed a dedicated tool for procedural environment creation and asset management with 3D exporter.
2018 View Media →
Cry Engine Paris
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
Procedural workflow experiment focused on generating a high-detail Paris environment in CryEngine.
2017 View Media →
CryEngine Space Ship
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
Procedural asset creation and technical art in CryEngine, focused on complex space ship structures.
2016 View Media →
Unreal Utopia City
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
Experimentation in Unreal Engine for generating large, detailed city environments procedurally.
2016 View Media →
Visual Studio Cpp - DirectX 9 / 10 / 11 - Render Engine
Engine Programmer / Graphics Programmer / Tech Artist / 3D & Texture Artist
C++ R&D in Visual Studio focusing on graphics, engine features, and art integration.
2015 View Media →
3dsmax Building Generator
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
Custom tool development within 3ds Max for procedural building generation.
2015 View Media →
3dsmax Props Distribution Tool
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
A procedural tool for automated placement and distribution of environment props in 3ds Max.
2015 View Media →
Maya Modeling
3D Artist / Texture Artist
Focus on advanced 3D modeling and texturing techniques in Maya.
2015 View Media →
Procedural Egypt Village
3D Artist / Texture Artist / Tools Technical Artist
An art and technical art exercise in creating a procedural Egyptian environment.
2015 View Media →
Slot Car Racing Xbox Indie
Gameplay Programmer / Graphics Programmer / Tech Artist
Developed gameplay, graphics, and technical art for an independent Xbox title.
2014 View Media →
3dsmax City Generator
Procedural Tools Programmer / Environment Tech Artist / Model & Texture Artist
Created a tool to procedurally generate city layouts and assets within 3ds Max.
2014 View Media →
DirectX 9 XNA PBR - One of the first real-time
Tools Programmer / Environment Tech Artist / Model & Texture Artist
Developed a fully real-time 60 fps PBR shader for XBox 360.
2018 View Media →
Indie Shaderware Xbox 360 Engine
Engine & Shader Developer / Tech Artist / 3D & Texture Artist
Built a custom engine with specialized shader development for the Xbox 360 Indie platform.
2013 View Media →My Career Story
My journey in game development began in 1997 with the founding of Virtual System, a company dedicated to virtual reality and R&D projects. My most notable early work was a Star Trek licensed mod for Duke Nukem 3D. Event link
In 1999, I was one of the first to join Ubisoft Milan, serving as the sole Game Designer on licensed projects. I was the primary Game Designer for Formula 1 Racing Championship for Game Boy Color and provided design and individual contributor support for major titles including Rayman Arena(PS), Jungle Book (GBC), Donald Duck: Goin' Quackers (GBC), and Rayman (GBC). credits: F1 Racing Championship credits - Rayman M / Arena credits
From 2001 to 2003, I transitioned to R&D for Digital Identity (Sun Microsystem partner), serving as Lead Programmer on a cutting-edge video streaming project. This involved developing local and remote software to ensure constant Internet connectivity for clients like TV channels, even streaming high-profile events like the Palio di Siena and the Republic President Conference over low-bandwidth ISDN and ADSL connections. We also innovated a revolutionary 5-camera cube-mapped projection streaming system, allowing an unlimited number of viewers to look in any camera direction simultaneously.
From 2003 to 2011, I took the helm as C.E.O. of Virtual Identity (Intel Partner), a PC and console game development company. My responsibilities were diverse, spanning from executive duties—like event presentations at GDC and E3, business deals, and bank agreements—to hands-on technical leadership. I drove engine development using various platforms (Renderware, Nintend SDK, PhyreEngine, Virtools) and established art pipelines for 3DS Max and Photoshop. Notable projects included Terkel The Game(PC) and Horrible Histories: Ruthless Romans(PC / Wii / DS). Credits: Horrible Histories (PC) - Horrible Histories (Wii/DS) - Pirates: Adventures of the Black Corsair (PC / Wii / DS). - Pirates: Adventures of the Black Corsair - CEO credits (PC / Wii / DS).
Between 2011 and 2013, I worked as a versatile Contractor for various developers (Mimilab, Eve, Fiv5 Games, Novecento Games). I developed the engine and core technology for Xbox 360, Nintendo DS, PC, and mobile games, contributing to titles like Genial Football(PC), Fallen Angel (XBox 360 Indie), and *Pepita Up (iOS). This period of navigating approval processes and diverse technical requirements across manufacturers like Microsoft, Nintendo, and Apple was instrumental in my growth as an efficient technical artist candidate. Main Client: MiMiLab - Fallen Angel (XBox 360) credits.
My return to large-scale studio work began in 2013 when I joined Ubisoft in Newcastle upon Tyne (UK) as a UI Technical Artist for Just Dance 2014 and Just Dance 2015. I then joined The Division team, contributing to UI, skills, vehicle systems, and snow tech. Most significantly, I was part of the core team developing the procedural The division: Underground DLC, where my work spanned individual contributions (UI, shaders, C# tools, R&D) to hiring and roadmap planning. Credits: The Division / The Division Underground - Just Dance.
Following this, I performed initial exploratory R&D for Atom Bank's online banking system, focusing on R&D content and remote login UI/UX, leveraging my experience from *Just Dance* and previous mobile projects.
In 2017, I joined Cloud Imperium Games as Lead Technical Artist on Star Citizen, focusing on complex procedural generation systems. This compelling work culminated in an on-stage presentation with Chris Roberts about the toolset and content, and was featured in the public ATV channel ("Star Citizen: The Process of Procedural Cities").
My career continued internationally when I moved with my family to Canada in 2018 to join Rockstar. I contributed to Red Dead Redemption 2 and GTA V and core technology and pipeline R&D for the subsequent title in the studio's most notorious game series GTA VI. My involvement in pipeline validation and R&D for new Procedural pipelines—utilizing Houdini, C\#, and Python AI—led to my promotion from Senior Technical Artist to Principal Tools Programmer. Credits: RDR 2 Original credits - RDR 2 Online credits - GTAV Online credits.
In 2021, to manage family duties, I transitioned back to contract work, joining EA - Codemasters and LiquidCube Game (NetEase partner). I worked on Unity/Unreal/CryEngine Procedural Content Generation Open World pipelines I applied my procedural expertise to mobile, console, racing, and open-world pipelines, contributing to the recently published EA Sports WRC (2023).
After a period of contracting, I returned to full-time project commitment in late 2021 as a Contractor Technical Art Director at Scopely, where I contributed to pipeline updates in Unity and developed a new PBR pipeline.
In May 2022, I accepted a position as Contractor Technical Art Director for the Riot Games League Studio team on Teamfight Tactics. I continued with Riot Games, moving to Los Angeles in April 2023 and contributing to multiple projects until January 2024, including the TFT Las Vegas live tournament.
In January 2024, I joined the HoYoverse Character Looks & Dev team for an AI innovative project called Whispers from the Stars. Following a decision to return to Canada with my family, I joined People Can Fly as Technical Art Director in September 2024 and woked on the open world survival RPG project Lost Rift. The projects there closed in April 2025, and after a brief period of contracting, I started my current role in September 2025 as Technical Artist in the Meta team for Horizon Art in team, where we are designing the future of Character interaction and AI.
Let's Connect
I am always open to discussing new projects, challenging engine capabilities, or networking within the industry.