For Game Studios

The technical artist your art team is missing

Freelance technical art for game studios that need someone who can write shaders, fix the asset pipeline, build editor tools, and make the gap between art and engineering smaller - without adding a full-time headcount.

Why work with me

01

Shaders that look right

Custom shaders built by someone with a 3D art background. Physically plausible materials, stylised effects, and animated environment shaders written to spec and optimised for your target platform.

02

Pipeline and tooling

Editor tools, asset validators, LOD generation scripts, and batch processing pipelines. Built to reduce the repetitive work your artists are doing manually every release cycle.

03

Engine-agnostic

Primary experience in Unreal Engine and Godot, with Unity and custom engine work available. Tools and shaders adapted to your studio's existing engine choice.

Real projects. Real clients.

A selection of relevant work from 10+ years of practice.

Indie Game Studio

Unreal Engine Shader & Tool Package

Delivered a library of custom Unreal Engine materials and a suite of Python-based asset processing tools for an indie studio. Reduced asset preparation time per level by over 40%.

Mobile Game Studio

Godot Performance Optimization

Shader optimization and draw call reduction for a Godot mobile title. Custom shaders replacing engine defaults with hand-tuned alternatives that met strict mobile GPU budgets.

Frequently Asked Questions

What is the difference between a technical artist and a generalist 3D artist?

A generalist 3D artist creates art assets. A technical artist ensures those assets work correctly in the engine, builds the tools that make asset creation faster, and writes the shaders that define how everything looks at runtime. Most mid-size studios need both.

Can you work remotely with a studio in a different timezone?

Yes. I work fully remotely and have experience with async collaboration across European and international timezones. Daily async updates and scheduled syncs keep projects on track.

Do you do contract work or project-based engagements?

Both. Short project-based engagements for specific deliverables (a shader library, a tool suite) and longer contract arrangements for studios that need ongoing technical art capacity.

Studio running slower than it should between art and engineering?

Describe the bottleneck and let's see if a technical artist engagement can fix it.

Get in Touch

Tools & Technologies

Unreal EngineGodotUnityHLSLGLSLPythonMayaBlender