- Sole Technical Artist across FitNot's four titles — one Steam release (Ali) and three mobile games shipped on Play Store and the App Store — handling shaders, VFX, and lighting integration.
- Built and shipped the Sprite Sheet Creator after an effect was flagged out of scope for the animator's existing workflow — automated the frame-sequence-to-atlas process, iterating from an early non-uniform packing pass into clean power-of-two sprite sheets.
- Diagnosed and fixed a Spine/URP 2D lighting incompatibility (Sprite-Default vs. Sprite-Lit-Default), implementing a script-driven workaround so Spine characters correctly respond to 2D global lighting.
Summary
Technical Artist bridging art and engineering across Unity and Unreal Engine — real-time VFX, shaders, and rendering solutions for mobile and PC games. Worked across four shipped/released FitNot Games projects (one Steam title, three mobile), plus VFX and shader work at Landell Games and UMAMI E-Learning. Known for solving problems tools don't yet exist for — building the Sprite Sheet Creator after a studio effect was called out of scope for existing workflows. Founder of Infinity Games Studio, where I'm building Tech Art OS, a production suite unifying tooling, a custom rendering engine, and a technical art learning hub.
Experience
- Building Tech Art OS, a production suite unifying studio tooling (Sprite & Atlas Packer, SpineFlow 2D rigging — in progress, DCC bridges, asset QA), a technical art learning hub, and a custom rendering engine.
- LAEEB Engine — a renderer built from scratch in modern OpenGL (VAO/VBO/EBO architecture, GLSL shaders, MVP matrix transforms) to understand rendering at the graphics-API level.
- Designing and building Arena: Saha, an original multiplayer game in Unreal Engine 5 grounded in Islamic cosmology and Arabic culture, currently in pre-production toward a 60-day MVP.
- Built small tools and scripts to reduce repetitive production work; optimized UV and baking workflows in Substance Painter.
- Delivered a full VFX library for Apcoeus (stylized fantasy RTS); built a lava shader using Voronoi noise and independently resolved a pixelation artifact.
- Established VFX naming conventions and quality guidelines — all delivered assets passed art direction review without revision.
- Full-time VFX role on Kortfio, a Unity trivia card game; built a Git-based tech art pipeline for the team. Role ended at project launch.