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[For Hire] Tech Environment Artist 3D | Unity + Unreal | Technical Focus

Hi everyone,

I'm a Tech Environment Artist, currently looking for a suitable role — full-time, contract, or freelance (open to remote too).


I specialize in tech-art pipelines (including shaders, optimization, and performance profiles). I have built multiple game ready Unity and Unreal Engine environments where I handled the entire asset pipeline and used shader graphs to build technical systems, like-

  • Custom Toksvig/LEAN mapping subgraphs to eliminate geometric specular aliasing under MSAA
  • Modular triplanar master materials with height and vertex based material blending
  • Foliage shaders, Crystal shaders, Water shaders, and Caustics based fog wall shaders, etc.


Knowing how tight performance budgets are, I optimize and debug scenes using the frame debugger and create efficient shader graphs, sometimes writing custom HLSL functions for more efficiency in rendering wherever possible. I have worked with established concepts and references, and followed dedicated style guides to create my environments.


I have worked independently for some time now and I'm currently looking for work in teams that . If you have 20 seconds, I'd love to see if my layout and technical skills align with what your team looks for:


ArtStation: https://www.artstation.com/elijahthepaver
Youtube: https://www.youtube.com/@elijahthepaver
Blog: https://elijahthepaver.bearblog.dev/

Sincerely,

Ramsharan K.


European Street Environment Demo |
DEVLOG:
https://www.youtube.com/watch?v=YezBZKu-4YY

Fantasy Crystal Cavern Environment Demo | DEVLOG:
https://www.youtube.com/watch?v=tiK43yCjtvg&t=2s



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