Professional Summary
Senior Technical Artist and Real-Time 3D Systems Engineer with 5+ years of experience developing scalable tools, runtime systems, procedural workflows, and technical pipelines across AAA games, simulators, live-service products, and custom engines.
Experienced in computer graphics, technical animation, procedural tooling, runtime optimization, and 3D content workflows using Unity, Blender, TypeScript, Python, and C/C++. Contributed to AAA productions with Ubisoft and live-service development at PlayStudios Austin.
Strong background in real-time rendering workflows, asset integration systems, procedural generation, technical problem solving, and cross-functional collaboration. Passionate about simulation systems, synthetic data generation, AI-assisted workflows, Digital Twins, and next-generation real-time technologies.
Core Technical Skills
Programming
C++, C#, Python, TypeScript, JavaScript, Custom Runtime Systems
Game Engines & Graphics
Unity, Proprietary Engine Workflows, Babylon.js, Custom Real-Time 3D Systems, Real-Time Rendering, Shader Workflows
Technical Art & 3D Tools
Blender, Maya, Rigging, Animation Pipelines, UV Workflows, Geometry Processing
Simulation & Runtime Systems
Physics Systems, Real-Time Interaction, Procedural Generation, Spatial Logic
Systems & Infrastructure
Git, Agile/Scrum, Multiplayer Networking, Reactive Architectures, Tool Development
Technical Workflows
Asset Pipelines, Runtime Optimization, Technical Debugging, Workflow Automation
Research Interests
Omniverse, OpenUSD, Isaac Sim, Synthetic Data Generation, AI Agents, Digital Twins
Languages
Spanish (Native), English (Advanced), Portuguese (Advanced), German (Basic)
Professional Experience
Technical Artist / Tools Engineer
Ubisoft — Annecy / Montreal
2023 — 2024
- Contributed to AAA production pipelines and runtime systems across internal Ubisoft projects including Magnum and Pathfinder.
- Worked with proprietary Ubisoft engine technologies including Anvil production workflows and runtime content integration systems.
- Developed and supported scalable technical art workflows for large-scale real-time production environments.
- Collaborated with artists, animators, engineers, designers, and production teams in distributed AAA development pipelines.
- Built and optimized tools for shaders, animation workflows, asset integration, and runtime systems.
- Participated in debugging, optimization, and technical problem solving across production pipelines and engine workflows.
Technical Artist
PlayStudios — Austin
2022 — 2023
- Worked on live-service mobile game production and runtime content integration systems.
- Integrated animations, shaders, VFX, UI systems, and runtime assets into scalable production environments.
- Supported LiveOps event pipelines and feature integration workflows.
- Collaborated with multidisciplinary teams using Agile/Scrum methodologies.
- Assisted in runtime optimization, debugging, and technical content validation.
Unity C# Developer
ToroLabs — New York City
2019 — 2021
- Developed cross-platform interactive laboratory simulators and real-time multimedia systems.
- Implemented gameplay mechanics, runtime interactions, and physics-oriented systems.
- Developed reusable simulation components and multimedia integration workflows.
- Built scalable educational experiences focused on real-time interaction and simulation.
Technical Artist
Rough House Games — San Francisco / Bogotá
2024
- Collaborated on combat VFX and UI VFX for the Web3 fighting game Champions: Ascension.
- Supported runtime integration workflows and technical art production systems.
Selected Technical Projects
Procedural Blender Tooling & Technical Art Systems
- Developed professional Blender addons and technical art tools focused on procedural geometry workflows and artist productivity.
- Built tools for cylindrical retopology, UV workflows, topology manipulation, and geometry visualization.
- Created reusable artist-oriented systems focused on workflow automation and iteration speed.
- Designed technical workflows for scalable content production pipelines.
Real-Time Web Tooling & Runtime Systems
- Developed real-time 3D web tools and runtime systems using Babylon.js and TypeScript.
- Built reusable modular architectures for technical art workflows and scene interaction.
- Explored runtime synchronization concepts, reactive systems, and scalable scene management approaches.
- Designed lightweight graphics workflows and reusable web-based tooling solutions.
Multiplayer & Authoritative Server Architecture Research
- Research and experimentation focused on multiplayer architectures and authoritative server concepts.
- Explored entity ownership systems, synchronization workflows, and client-server interaction models.
- Developed experimental reactive runtime structures for real-time applications.
- Investigated scalable architectures for distributed multiplayer environments.
Education
Nueva Granada Military University
Bachelor’s Degree in Multimedia Engineering
2013 — 2019
Awards & Recognition
- Anita Awards 2018 — Best Production Design
- Official Selection — National Animation, National University of Colombia (2018)