Ilya L.
Senior Technical Artist / Pipeline Developer with 18 years of experience across game development, animation production and render-farm systems. I build artist tools, automate production workflows and integrate DCC applications with game engines and studio pipelines. Services: Python and C# tool development; Maya rigging and animation workflows; asset validation and optimization; Unity and web-engine shaders, VFX and animation systems; render-farm and pipeline automation with ftrack, Deadline and OpenStack. Selected results: - At 100 Kilowatt / VGTRK, automated initial render-scene assembly, eliminating 4-5 hours of manual preparation per shot in a production environment serving approximately 100 staff. - At Immerse Render, designed and implemented cloud-render cost calculation and assigned work to two developers. - At Sidus Heroes, built custom PlayCanvas animation blending for deeply nested blend trees and supervised two animators. Credited as Technical Artist on Pathfinder: Wrath of the Righteous (Owlcat Games; work details under NDA). Current freelance work includes character rigging for RocketBrush. Based in Hua Hin, Thailand (GMT+7), working remotely. Available for freelance projects and full-time opportunities. Russian: native. English: elementary; reading and writing technical documentation. Additional game work: Rush Royale (IT-Territory, Sep 2023-Apr 2024) and Zombie Blast Squad (IT Territory, Apr 2020-Mar 2022). Portfolio: https://lavrenicus.github.io GitHub: https://github.com/lavrenicus
Ilya L.
Senior Technical Artist / Pipeline Developer with 18 years of experience across game development, animation production and render-farm systems. I build artist tools, automate production workflows and integrate DCC applications with game engines and studio pipelines. Services: Python and C# tool development; Maya rigging and animation workflows; asset validation and optimization; Unity and web-engine shaders, VFX and animation systems; render-farm and pipeline automation with ftrack, Deadline and OpenStack. Selected results: - At 100 Kilowatt / VGTRK, automated initial render-scene assembly, eliminating 4-5 hours of manual preparation per shot in a production environment serving approximately 100 staff. - At Immerse Render, designed and implemented cloud-render cost calculation and assigned work to two developers. - At Sidus Heroes, built custom PlayCanvas animation blending for deeply nested blend trees and supervised two animators. Credited as Technical Artist on Pathfinder: Wrath of the Righteous (Owlcat Games; work details under NDA). Current freelance work includes character rigging for RocketBrush. Based in Hua Hin, Thailand (GMT+7), working remotely. Available for freelance projects and full-time opportunities. Russian: native. English: elementary; reading and writing technical documentation. Additional game work: Rush Royale (IT-Territory, Sep 2023-Apr 2024) and Zombie Blast Squad (IT Territory, Apr 2020-Mar 2022). Portfolio: https://lavrenicus.github.io GitHub: https://github.com/lavrenicus
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