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.
BreakdownNiagara Foliage Gun
A UE4 Niagara foliage gun and foliage bomb: GPU mesh particles, Blueprint-spawned tree collisions, and custom collisions that keep growth on flat ground.
BreakdownBreakable Barriers (WIP)
A destruction study with Epic's Apex Destruction plugin: Houdini-fractured chunks, point damage from a line trace, and Niagara dust and debris.
BreakdownHanzo's Sonic Arrow
A recreation of Hanzo's Sonic Arrow: a sphere-mask reveal driven by a Material Parameter Collection, custom depth outlines through walls, and a Cascade pulse.
BreakdownScanline Effect
A post-process scan effect: an animated sphere mask from the player, depth-based outlines, a rim, an optional world-aligned overlay, and the original scene outside the sphere.
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
Senior Real-Time VFX Artist
- 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
Associate Lead Real-Time VFX Artist
- 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
Real-Time VFX Artist
- Combat, environment and in-game cinematic VFX in the Ubisoft Anvil engine
Real-Time VFX Artist
- Combat, gameplay, environment and UI VFX for live-service games, scaled for high- and low-end devices
Junior Real-Time VFX Artist
- South Park: Phone Destroyer, Prince of Persia: Time Run, Care Bears Belly Match, Just Dance 2017
Lead 3D Artist
- 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
- Star Performer, Ubisoft (2019, 2022)
- Board of Studies member, Fergusson College, Pune (2019 – present)
- 80.lv feature: Making Attack VFX with Butterflies
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