Leonardo A.
I'm a Technical Artist & 3D Generalist working at the intersection of art, technology and real-time production. I started as a 3D Generalist and built experience across the full 3D pipeline — modeling, texturing, lighting, rigging, animation, VFX, shaders and engine integration — before progressively specializing in Technical Art. This background allows me to approach technical problems with a practical understanding of how artists work and how assets move through production. Since 2018, I've contributed to a wide range of game productions, from small teams and game jams to shipped commercial titles and external-development projects. My work includes Garden In!, Under Par Golf Architect, Create the Drops of God: The Ambrosia, Letter Bunny, TideTurn, and the upcoming digital adaptation of Memoir '44. Today, I primarily work on: • Technical Art for Unreal Engine & Unity • Tools, automation and art pipelines • Performance and content optimization • Shaders, materials and VFX • Rigging, animation and technical animation • Full-pipeline 3D production and engine integration I've worked both inside development teams and as an external contributor, supporting studios with specific production needs — from complete asset and character pipelines to artist tools, shaders, optimization and workflow development. Alongside production, I have several years of experience teaching professional 3D and real-time workflows. Teaching has also strengthened my approach to documentation, mentoring and communication between artistic and technical disciplines. I'm available for remote B2B, contract and external-development projects, in game development as well as other real-time 3D applications. Commercial engagements can be contracted through an EU company.
Leonardo A.
I'm a Technical Artist & 3D Generalist working at the intersection of art, technology and real-time production. I started as a 3D Generalist and built experience across the full 3D pipeline — modeling, texturing, lighting, rigging, animation, VFX, shaders and engine integration — before progressively specializing in Technical Art. This background allows me to approach technical problems with a practical understanding of how artists work and how assets move through production. Since 2018, I've contributed to a wide range of game productions, from small teams and game jams to shipped commercial titles and external-development projects. My work includes Garden In!, Under Par Golf Architect, Create the Drops of God: The Ambrosia, Letter Bunny, TideTurn, and the upcoming digital adaptation of Memoir '44. Today, I primarily work on: • Technical Art for Unreal Engine & Unity • Tools, automation and art pipelines • Performance and content optimization • Shaders, materials and VFX • Rigging, animation and technical animation • Full-pipeline 3D production and engine integration I've worked both inside development teams and as an external contributor, supporting studios with specific production needs — from complete asset and character pipelines to artist tools, shaders, optimization and workflow development. Alongside production, I have several years of experience teaching professional 3D and real-time workflows. Teaching has also strengthened my approach to documentation, mentoring and communication between artistic and technical disciplines. I'm available for remote B2B, contract and external-development projects, in game development as well as other real-time 3D applications. Commercial engagements can be contracted through an EU company.
Skills
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3D Modeling
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Animation
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Blueprints
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Co-Development
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Full Art Process
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Hard Surface Modeling
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Integration
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Level of Detail
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Lighting
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LookDev
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Optimisation
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Organic Modeling
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Particle Effects
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PBR Texturing
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Porting
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Python Scripting
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Rendering
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Resource Augmentation
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Retopology
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Rigging
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Sculpting
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Shading
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Skinning
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Texture Baking
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Texturing
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Tool Programming
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UV Mapping
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VFX
