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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, 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
  • Cross-Platform Development: Mobile, Web, PC, and Physical/Digital products across 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

Key Achievements

  • Process Innovation — Designed pipelines saving up to 99.96% of artist time (1-day task in 10 seconds)
  • Team Development — Trained and mentored technical artists, conducted teams of 20+ developers and artists
  • Standards Establishment — Created comprehensive art pipeline documentation for 50+ team members
  • AI Pipeline Integration — Leveraged AI models for rapid prototyping and automated content generation

Experience

Senior Technical Artist · Ubisoft Blue Byte Jan 2024 – Present · Düsseldorf, Germany

  • Assumed technical leadership for all technical art disciplines during initial technical audit
  • Architected and delivered DCC-to-engine pipeline for vehicle assets in the FarCry franchise
  • Designed graph-setup tool saving artist time (1-day task in 10 seconds) while ensuring team consistency
  • Drove cross-studio collaboration between multiple teams in co-development environment
  • Led performance optimization through profiling and strategic planning, targeting stable 60fps on target hardware
  • Mentored and trained technical artist to take ownership of vehicle shader systems

Freelance Technical Artist · Gameloft Toronto Jul 2022 – Apr 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
  • Developed tools for artists and designers to improve workflow and reduce human error
  • Prepared educational materials on technical requirements for different teams

Lead Programmer & Technical Artist · LeMoonade Oct 2021 – Jul 2022 · Istanbul, Turkey

  • Provided technical solutions, shaders, tools, and pipeline for a blockchain-based game
  • Created a fully interactive 3D static website using Unity for CryptoRoomZ
  • Developed a dedicated task execution system for interactive object behaviors

Technical Artist · Cafe Bazaar Sep 2020 – Jul 2021 · Karaj, Iran

  • Provided technical solutions for four different F2P mobile game titles
  • Prepared comprehensive documentation for 2D and 3D art pipelines for 30+ people
  • Conducted two teams of 10+ developers and artists to optimize assets and code

Lead Game Programmer · Arsam Robotics Jan 2020 – Dec 2021 · Part-Time · Karaj, Iran

  • Provided technology, tools, and pipeline for a physical/digital toy with four digital games
  • Formed a team to deliver data from Android native image processing to Unity
Earlier roles
Gameplay Programmer · Garaj Games 2019 – 2020
  • Implemented core gameplay mechanics in Unity for a Match3 game
  • Built editor tool for game designers to make 10+ levels per day
  • Developed a bot to play levels and measure difficulty and playability
Freelance Game Programmer · Cultural Infusion 2018 – 2019
  • Structured DDD architectures for fast, responsive music-based games in Unity
  • Implemented procedural workflows to convert designed levels into JSON format
Game Programmer · Pooyegaam 2017 – 2018
  • Technically managed development process in a challenging online pet game
  • Coded a framework with dependency injection in Unity
Senior Game Programmer · Electro Gryphon Games 2015 – 2017
  • Built game prototypes and technical demos
  • Built editor tools for game designers and artists to validate levels and assets
  • Programmed gameplay for a top-down shooter game for mobile platforms
Game Programmer & Tool Developer · Bitbyterz 2014 – 2015
  • Wrote gameplay, UI, and editor tools for Memoranda (point-and-click adventure based on Murakami novels)
Game Programmer & 3D Generalist · Shexel 2012 – 2015
  • Created complex 3D models, UV unwrapping, texturing, and rendered cinematics
  • Designed and developed three games and two mobile applications using GameMaker Studio
Senior Character/Environment Artist · Fsr Company 2007 – 2013
  • Modeled 3D environments and characters, UV unwrapping, and texturing
  • Mentored 3D animator on character rigs and in-game animations
  • Created MaxScript tools to automate lighting baking across five levels

Teaching & Mentoring

  • Industry Mentor at ADPList · 2023–Present
  • Game Development Mentor at XTiming Academy / IGDA · 2022
  • Unity 3D Instructor at Iran Game Development Institute · 2017–2018
  • Computer Programming Teacher at Pasargad College · 2015
  • 3D Modeling Trainer at FSR Company · 2010–2013

Education

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

Awards & Honors

  • Best Game Award for Satyar: Return To Parseh — 2nd Broadcast Engineering Conference · 2007