VFX & Technical Artist · Unity · Unreal

I make the effect.Then I make it ship.

Real-time VFX for games, built by someone who also implements it in engine, wires it into the game flow and checks what it costs on a phone.

SceneGamehero_sparks.prefab
drag to move · tap to burst
Particles 0— fpsMax 1000
Particle System
Start Color
CPU / frame
0.00 / 16.6 ms

Assets / Reel

Demo reel

Unity · Unreal Engine · 2021–2026

Assets / Work

Selected work

Each project opens a breakdown: the art, how it was implemented and what it cost.

Assets / Tech Art

From effect to build

An effect is finished when it plays at the right moment, fits every screen size and holds the frame rate on a phone. That last stretch is the part I like owning.

01

Look

Reference, concept explorations and timing, agreed with design before building.

02

Build

Particle systems, sprite sheets, masks and materials in Shader Graph or the Material Editor.

03

Integrate

Prefabs, Animator Controllers, Timeline sequences, UI anchors and screen adaptation.

04

Profile

Frame Debugger, draw calls, particle counts, atlases and FPS checks on device.

05

Ship

Build exports, Git, visual QA and fixes side by side with engineers.

Assets / Experience

Experience

2024 — Present

VFX Artist / Technical Artist

PlayStudios mobile casino games (Unity) · GameCoder Studios · also VFX Support / Supervisor

  • Create and integrate real-time VFX for gameplay features, transitions and feedback moments.
  • Implement, polish and optimize effects in engine with attention to readability, timing and performance.
  • Work with designers, artists and engineers so effects fit the gameplay flow; support build exports, visual troubleshooting and repository tasks.
  • Flag visual and production risks early and help solve them before they affect delivery.
2022 — 2024

VFX Artist

Rocket League (Unreal Engine 3)

  • Built boost effects and related gameplay visuals for console and PC.
  • Produced concept explorations to define effect directions and present ideas to the team.
  • Created shader variations with node workflows, RGBA masks and color variants, then tested and refined them in engine.
2021 — 2022

3D Character Artist

The Sims FreePlay (mobile)

  • Modeled clothing and hair assets with skinning and weight painting for clean deformation.
  • Built UVs compatible with shared base meshes and layered texture workflows.
  • Painted semi-realistic textures and color variations, and tested variants in the client engine.

Assets / Toolkit

Toolkit

Advanced, daily use

VFX & engines

  • Particle systems & gameplay VFX
  • Unity 2D / 3D
  • Shader Graph & Material Editor
  • Unreal Engine · Cascade
  • Sprite sheets, flipbooks & masks

Technical art

  • Animator & Animator Controllers
  • Mobile optimization: FPS, draw calls, Frame Debugger
  • UI implementation: anchors, layout, screen adaptation
  • Timeline (Director) sequences
  • 2D asset integration: sprites, atlases
  • Visual debugging & troubleshooting
  • Git, build exports & documentation
  • C# basics

3D & 2D art

  • Photoshop
  • Maya · Blender · 3D Coat
  • UVs, rigging, skinning & weight painting
  • Hand-painted texturing
  • After Effects · Premiere · Illustrator

Assets / About

About

I'm a Technical Artist from Mérida, Yucatán. I started in 3D character art on The Sims FreePlay, moved into real-time VFX on Rocket League, and now create and implement effects for PlayStudios' mobile casino games through GameCoder Studios.

I like the space between art and engineering: making an effect read clearly and feel good, then making sure it is wired in correctly and holds its frame rate on a phone.

BSc Interactive Design · Universidad Modelo, Yucatán Mérida, México · GMT−6 · remote-friendly
Contact

Open to VFX and technical art roles and freelance projects.

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