Position: Unity Technical Artist
Category: Unity
English level: upper
Years of experience: 4

* Created a complex humanoid mixed animation system for the skater character that blends physics simulation and animation clips to achieve physically correct motion of the skateboard along with pre-animated clips for the character.

* Developed multi-layered State Machine with custom developed solutions (procedural blendspace loops, custom transitions, layer control, parameters randomizations etc.) and used built in functionality for needed features (procedural Legs and Head IK system, complex 2D blend-trees, encapsulated Sub-state machine architecture with both passive/active transitions, animation events, layered Root Motion system for animation driven cases and Additive layering for blending different clips simultaneously)

* Created Animation data processing pipeline from 3ds Max’s biped to Unity’s clean Humanoid without translational DOFs bicycle (3ds Max custom rig to retargeted Motion Builder’s character and back to 3ds Max finalizations).

* Pipeline for 3D Assets import/setup, review and post adjustments to optimize video memory usage and preserve maximum batching level.

* Created complex sensor fusion algorithm for precise gyroscope orientation tracking for mobile device for pet-project
I started my career as a 3D Artist at first, but then shifted to Unity Tech Art field, so I have an understanding of the world of 3D graphics from inside along with Tech Art skills, both on animation and shading sides.
Have vast experience working with a team as a team lead and with a client on both business and design sides. My personal cornerstones: self improvement and quality of work.
Game development (preferrable for PC/consoles). Open to use new technologies and approaches.