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Omid Saadat

Process–Driven Technical Artist and Cross-Team Coordinator with 17+ years of experience driving technical excellence and team development across AAA and mobile game production. Proven track record of taking ownership in leadership roles, mentoring teams, establishing pipelines for 50+ developers, and delivering complex technical solutions that save production time.

Technical Expertise:

Core Technical Arts:

  • Shader Programming: Node-based (Shader Graph, Amplify) and Code-based (HLSL, GLSL)
  • Tool Development: Stand-alone applications, Editor Extensions, and In-Game Tools
  • Procedural Generation: Textures, Meshes, Levels, and Content Automation
  • VFX & Simulation: Particle Systems, Physics Simulation, and Visual Effects
  • Performance Optimization: Profiling, Asset Optimization, and Runtime Performance
  • AI Integration: Text-to-Text (automation reports), Text-to-Image, Image-to-Image, Video/Audio models for pipeline optimization

Technical Leadership:

  • Pipeline Architecture: DCC-to-Engine workflows, Asset Management, and Build Automation
  • Game Architecture & Design Patterns: MVC, ECS, DDD, and Scalable Code Frameworks
  • Automated Build Pipelines & CI/CD: Github Actions, GitLab Runner, Jenkins, and Deployment Systems
  • Cross-Platform Development: Unity3D, Unreal Engine, Godot and In-house Engines

Production & Process Leadership:

  • Agile/Scrum pipeline design, resource & budget forecasting
  • Stakeholder engagement: translating creative requirements, managing scope, ROI presentations
  • Cross-team coordination: aligning artists, engineers & producers for efficient workflows
  • AI-Driven Automation: Implementing AI models for content generation, quality assurance, and pipeline optimization

Scalability & Performance Strategy:

  • Large-scale pipeline maintenance for 50+ team members across studios
  • Profiling tools, LOD strategies, asset optimization for cross-platform delivery
  • Strategic roadmap development for technical art pipelines

Leadership Impact & Key Achievements:

  • Stepped into Leadership: Took full responsibility for all technical art disciplines
  • Team Development: Trained and mentored technical artists, conducted teams of 20+ developers and artists
  • Process Innovation: Designed pipelines saving up to 99.96% of artist time by developing tools to handle a 1 day task in 10 seconds
  • AI Pipeline Integration: Leveraged AI models (text-to-image, image-to-image) for rapid prototyping and automated content generation in production workflows
  • Standards Establishment: Created comprehensive art pipeline documentation for 50+ team members
  • Cross-Studio Coordination: Facilitated communication between multiple studios in co-development environment
  • Technical Ownership: Led FarCry franchise vehicle pipeline architecture and implementation
  • Knowledge Transfer: Prepared educational materials and trained teams on new technologies and workflows

Experience:

Senior Technical Artist at Ubisoft Blue Byte [01-2024 - Present][Dusseldorf/Germany]

  • Assumed technical leadership for all technical art disciplines during initial technical audit and continued ownership thereafter
  • Architected and delivered DCC-to-engine pipeline for vehicle assets in the FarCry franchise, featuring:
    • DCC-independent workflow enabling artists to use various DCC tools (e.g., Blender, 3dsMax, Maya) seamlessly.
    • Encapsulated team-specific scopes, allowing the modeling team to adjust visuals without impacting animation integrity.
    • Support for rigging and animating unskinned models to optimize performance.
    • Out-of-the-box data delivery for real-time ray tracing.
  • Effective development of automated tools to:
    • Generate required model hierarchies based on asset metadata.
    • Create dynamic collision meshes and material collisions from the model.
    • Split and merge model parts by material ID.
    • Simulate vehicle damage variants.
    • Bake deformation data into vertex colors for runtime damage visualization based on hit positions passed to the shader.
  • Designed and implemented graph-setup tool saving artist time while ensuring team consistency by handling a 1 day task in 10 seconds.
  • Drove cross-studio collaboration and communication between multiple teams in co-development environment
  • Led performance optimization initiatives through profiling and strategic planning
  • Mentored and trained technical artist to take ownership of vehicle shader systems

Freelance Technical Artist at Gameloft Toronto [07-2022 - 04-2023][Istanbul/Turkey]

  • Optimized art pipeline for increased development speed supporting both legacy in-house engine and Unity
  • Profiled and optimized game performance for mobile devices using Unity Profiler
  • Developed tools for artists and designers to improve workflow and reduce human error
  • Prepared educational materials on technical requirements for different teams, such as Git for artists

Lead Programmer and Technical Artist at LeMoonade [10-2021 - 07-2022][Istanbul/Turkey]

  • Provided technical solutions, technology, shaders, tools, and pipeline for a blockchain-based game
  • Created a fully interactive 3D static website using Unity for CryptoRoomZ Project to introduce the product, showcase the work, and show off technical capabilities
  • Developed a dedicated task execution system for executing website interactive object behaviors

Technical Artist At Cafe Bazaar [09-2020 – 07-2021][Karaj/Iran]

  • Provided technical solutions, technology, shaders, tools, and pipeline to four different F2P mobile game titles
  • Developed an optimized and easy-to-use camera system for game designers in a racing game
  • Wrote an editor tool called OpenJuice for developers and designers to juice up two games
  • Prepared comprehensive documentation containing standards for 2D and 3D art pipelines for 30+ people
  • Conducted two teams of 10+ developers and artists to optimize assets and codes
  • Analyzed and optimized projects to satisfy art and performance needs and keep the balance between beautiful and fast

Lead Game Programmer At Arsam Robotics [01-2020 – 12-2021][Part-Time][Karaj/Iran]

  • Provided technology, tools, and pipeline for a physical/digital toy with four digital games
  • Provided solutions in challenging situations based on deadlines, budget, and human resources
  • Formed a team of 2 other developers to have an optimized pipeline, delivering data from android native image processing library to Unity
  • Coded an API in Unity to map Android native image processing data into in-game events and data

Gameplay Programmer At Garaj Games [10-2019 – 10-2020][Tehran/Iran]

  • Implemented core gameplay mechanics in Unity using C# for a Match3 game
  • Built an editor tool in Unity for game designers to make 10+ levels per day
  • Developed a bot in Unity to play levels and measure their difficulty and playability

Freelance Game Programmer At Cultural Infusion [07-2018 – 09-2019][Karaj/Iran]

  • Structured DDD (Data Driven Design) architectures for fast, responsive music-based games in Unity
  • Effectively implemented procedural workflows to convert designed levels into JSON format and read them in Unity to increase development speed
  • Worked closely with other teams, including game design, art, back-end, and test, to consider game performance, stability, and maintainability

Game Programmer At Pooyegaam [08-2017 – 07-2018][Tehran/Iran]

  • Technically managed development process in a highly challenging online pet game, reporting and presenting regular progress to the CEO to ensure the project is on the right path
  • Coded a framework with dependency injection in Unity for an extendable and maintainable game
  • Worked closely with game development and marketing teams to make sure the development process met final product requirements

Senior Game Programmer At Electro Gryphon Games [09-2015 – 08-2017][Tehran/Iran]

  • Built game prototypes and technical demos to be able to feel raw ideas
  • Built editor tools for game designers and artists to validate their designed levels and produced assets
  • Programmed gameplay and maintained code-base using Unity and C# for a top-down shooter game for mobile platforms

Game Programmer And Tool Developer At Bitbyterz [01-2014 – 09-2015][Tehran/Iran]

  • Wrote gameplay, UI, and editor tools for game designers and artists for Memoranda (A point-Click adventure game based on Murakami novels)

Game Programmer And 3D Generalist At Shexel [03-2012 – 01-2015][Part-Time][Tehran/Iran]

  • Created complex 3D models using 3D Studio Max, Maya, Blender, and Zbrush, UV(Unwrapping), Textured using Photoshop and Gimp, and rendered game cinematics and animations using VRay, MentalRay, and Lumion
  • Designed, made prototypes, and wrote three games and two mobile applications using GameMaker Studio

Senior Character/Environment Artist At Fsr Company [09-2007 – 10-2013][Karaj/Iran]

  • Modeled 3D environment and characters, Unwrap, and texture
  • Mentored 3D animator to achieve usable character rigs and animations in-game
  • Created max scripts tools to automatically bake lighting in five levels and export them from 3dsMax into Leadwerks game engine

Education:

Karaj Islamic Azad University (KIAU), 2006-2010 - Bachelor of Engineering, Computer Graphics

Awards & Honors:

  • Instructor at Iran Game Development Institute [2017-2018][Tehran/Iran]: Taught Unity engine fundamentals and advanced architectures to beginner and intermediate students
  • Volunteer TechArt Mentor at ADPList platform - adplist.org/mentors/omid-saadat offering free one-on-one career and technical-art mentoring sessions to aspiring artists and developers
  • Best Game Award for SATYAR: RETURN TO PARSEH on 2nd Broadcast Engineering Conference, 2007

Interests:

  • Video games: Journey, Engareh, Devil may cry 3, The Neverhood, Kingdom Rush, Plant vs. Zombies, HomeScapes!
  • Anime: One Piece, Naruto, Black Clover