Omid Saadat
Process-Driven Technical Artist and Cross-Team Coordinator with 19+ years of experience driving technical excellence and team development across AAA and mobile game production.
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
- 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
- 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
- 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
- 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
- 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
- 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
- Structured DDD architectures for fast, responsive music-based games in Unity
- Implemented procedural workflows to convert designed levels into JSON format
Game Programmer · Pooyegaam
- Technically managed development process in a challenging online pet game
- Coded a framework with dependency injection in Unity
Senior Game Programmer · Electro Gryphon Games
- 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
- Wrote gameplay, UI, and editor tools for Memoranda (point-and-click adventure based on Murakami novels)
Game Programmer & 3D Generalist · Shexel
- 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
- 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
Awards & Honors
- Best Game Award for Satyar: Return To Parseh — 2nd Broadcast Engineering Conference · 2007