Senior Real-Time VFX Artist

11 years in game VFX. Data-driven Niagara systems, designer-ready effects and optimization in Unreal Engine 5. Most recently on PUBG: Black Budget at KRAFTON.

Work

Comfortable in both stylized and realistic VFX: from the Riot Creative Contest, VALORANT and Overwatch studies to Battlefield 2042 and PUBG: Black Budget.

PUBG: Black Budget work

Production VFX from KRAFTON, shared with studios on request. Have a login? View it. Need one? Request access.

Breakdowns

How the effects are built: Niagara, Blueprints and materials, step by step.

About

Senior Real-Time VFX Artist with 11 years in game VFX across AAA, PC/console and mobile. I build effects that designers and artists can use on their own: parameterized, reusable Niagara systems driven by game data, kept readable in gameplay and within performance budgets.

Most recently I was the sole VFX artist in KRAFTON's Amsterdam studio on PUBG: Black Budget, working with the VFX team in Korea. Before that, seven years at Ubisoft (including 1.5 years as Associate Lead on Skull and Bones) and two years at Glu Mobile (EA).

Experience

08/2023 – Present

Senior Real-Time VFX Artist

PUBG EMEA (KRAFTON), Amsterdam · PUBG: Black Budget
  • Designer-ready VFX that level and game designers place, tune and reuse on their own
  • Data-driven Niagara systems: weapon-data shell ejection, surface-aware footsteps for players and NPCs
  • Profiling and optimization for two Steam closed alphas; helped build an FFT ocean system
  • Oversaw an external partner on in-game cinematic VFX
02/2022 – 08/2023

Associate Lead Real-Time VFX Artist

Ubisoft, Pune · Skull and Bones
  • Hands-on lead of a team of four: around 100 vanity effects for player and ship skins, including fireworks
  • Ghost Ship impacts, trails and destruction
  • Sprint and milestone planning, retrospectives, feedback link with the Singapore leads
  • Mentored two artists from offline VFX into real-time
08/2018 – 02/2022

Real-Time VFX Artist

Ubisoft, Pune · Prince of Persia: The Sands of Time Remake
  • Combat, environment and in-game cinematic VFX in the Ubisoft Anvil engine
11/2016 – 08/2018

Real-Time VFX Artist

Glu Mobile (EA Games), Hyderabad · Disney Sorcerer's Arena
  • Combat, gameplay, environment and UI VFX for live-service games, scaled for high- and low-end devices
11/2014 – 11/2016

Junior Real-Time VFX Artist

Ubisoft, Pune
  • South Park: Phone Destroyer, Prince of Persia: Time Run, Care Bears Belly Match, Just Dance 2017
04/2009 – 10/2014

Lead 3D Artist

Trimitiy Studios Pvt. Ltd., Pune
  • Led a team of 3D artists on architectural visualization

Skills & tools

  • Unreal Engine 5: Niagara, materials & shaders, Blueprints
  • Houdini, EmberGen, Blender, 3ds Max, Maya
  • Unity, Ubisoft Anvil
  • Photoshop, After Effects, Jira

Recognition

Education

  • Animation & Media Diploma, Arena Animation (2005 – 2008)
  • B.Sc. Electronics, First Class, University of Pune (2003 – 2007)

Some production work is under NDA. Technical breakdowns of the systems behind it are available in interviews.

Contact

Let's talk VFX.

Based in Amsterdam, Netherlands · Open to relocation