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