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Регистрация: 28.09.2026

Biel Rabasa Galan

Специализация: Technical Artist
— Passionate about video game development and programming. — A person who loves to learn and is willing to contribute to collaborative development teams.
— Passionate about video game development and programming. — A person who loves to learn and is willing to contribute to collaborative development teams.

Портфолио

The Seed Game Engine

A Game Engine fully coded in C++ and the rendering library OpenGL. My principal implementations: - Complete Render Pipeline - Game Object and Component system - Data importing (textures & meshes) - Shader Pipeline & Editor

Tech Art Analysis of the game “The Forest”

De-compiling the game for a deep analysis of its technical art techniques for optimisation: - Extracted all Textures & Meshes and analysed its use and optimisation techniques. - Dissected all GPU profiling with RenderDoc and tested the rendering pipeline. - Investigated the scene loading trouble in openworld videogames. - Learned new memory optimisation tools and techniques.

Procedural Generation Tool for the Unity Engine

A procedural generation tool for the WFC algorithm coded inside the Unity Engine. A modular tool made for artists to create procedurally generated structures with simple rules. - Developed a Unity Engine tool for procedural generation in 3D grids. - Designed a robust code architecture to support long-term development. - Optimised memory usage via flags & bitwise operations. - Deepened the knowledge in Tooling, UI, memory & data management.

Скиллы

Unity
C++
C#
C
GLSL
HLSL
CG
Dart
Python
Git
OpenGL
SDL2
Wwise
Photoshop
Figma
3DS Max
Maya
Blender
Substance Designer
Substance Painter
Technical Art
Shader Graph
VFX

Опыт работы

Technical Artist Intern
07.2025 - 12.2025 |Socialpoint Zynga T2
Monster Legends, Two Dots & Artist Pipeline
- Unity internal tool development automating asset workflows. - Built an AI-powered Photoshop plugin (ComfyUI integration) enabling artists to process layers via AI without leaving their editor, reducing concept-art pipeline time by roughly 66%. - Creation of a 10-year VFX library for TwoDots to centralize, index, and reuse legacy VFX. - Asset integration automation, debugging, and pipeline support for the mobile game Monster Legends. - Cross-team collaboration with artists to refine pipelines and resolve blockers.
Solo Game Developer
с 11.2025 - По настоящий момент |Cingledev (Self-employed)
Dusteroids - PC game
Project Link: https://store.steampowered.com/app/4557250/Dusteroids/ - Solo-developed a 2D PC game in Unity and C#, covering gameplay programming, systems design, technical art, UI, and publishing. - Built modular, data-driven systems with ScriptableObjects, object pooling, reusable components, and custom Unity development tools. - Implemented performance-focused systems, including chunk-based world simulation, selective updates, and optimization of CPU, physics, and rendering workloads. - Developed technical art solutions with Shader Graph, particle systems, VFX, and Wwise, integrating visual and gameplay systems in-engine.

Образование

Game design & development (Бакалавр)
По 2025
Universitat Politècnica de Catalunya
Technical Art for Video Games (Магистр)
По 2025
Universitat Politècnica de Catalunya & Socialpoint

Языки

АнглийскийПродвинутыйИспанскийРоднойКаталанскийРоднойФранцузскийСредний