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Iri Shinsoj
Iri Shinsoj
Lead Technical Artist | Lighting, Tools, Optimization
Gdansk, Poland

Summary

Moved my blog to: https://medium.com/@shinsoj

Main fields:
- Optimization ownership (Making games run well on the low-end PCs and 8gen consoles)
- Lighting TA (Helping Lighting Artists with their issues and bugs, making custom lighting actors, setting up lighting on the levels, teaching best practices on technical and performance side)
- Materials
- Feature ownership (Tools for the artists, automation, batch processing etc)
- Technical Writing (Preparing researches, documentation, pipelines, guidelines for TA and Art departments)
- Mentoring (Preparing learning resources and tasks for junior TA, teaching Art teams best practices on content creation to have better performance)

Skills

PBR TexturingMaterialsLightingOptimizationDocumentation

Software proficiency

Unreal Engine
Unreal Engine
Quixel Mixer
Quixel Mixer
Megascans
Megascans
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Jira
Jira
World Machine
World Machine
Gaea
Gaea
Confluence
Confluence
Markdown
Markdown

Productions

    • Video Game
      Evil West
    • Year
      2022
    • Role
      Senior Technical Artist
    • Company
      Flying Wild Hog
    • Video Game
      Shadow Warrior 3
    • Year
      2022
    • Role
      Technical Artist
    • Company
      Flying Wild Hog
    • Video Game
      World of Tanks (after 1.0)
    • Year
      2018
    • Role
      Technical Environment Artist
    • Company
      Wargaming.net
    • Video Game
      DCS: The Channel
    • Year
      2020
    • Role
      Terrain Artist
    • Company
      Eagle Dynamics
    • Video Game
      DCS: Persian Gulf
    • Year
      2018
    • Role
      Terrain Artist
    • Company
      Eagle Dynamics
    • Book
      Guide to the starry sky of Russia
    • Year
      2016
    • Role
      Author illustrator
    • Company
      Ideanomix publishing

Experience

  • Lead Technical Artist at Flying Wild Hog
    Gdańsk, PL
    March 2025 - Present

  • Senior Technical Artist at Flying Wild Hog
    Gdańsk, PL
    July 2021 - March 2025

    • Embedded Lighting Techart: Primary support for Lighting Artists, creating custom lighting actors and various systems, setting up lighting on the levels, researching and preparing documentation, help with lighting issues and bugs, teaching best practices in technical and performance topics.

    • Developing tools and systems for Art teams using Blueprints. Improving tools UX to make Artists work easier, faster and more comfortable.

    • Owner of optimization: Set budgets for the projects, profiling, validation and optimization of the content to make sure it fits the performance limits, that includes materials optimization, textures, LODs, culling, fixing lighting and shadows problems, lightmap setup etc., preparing content to be used on console profiles

    • Preparing technical documentation, guides, checklists

    • Materials creation, from simple to complex implementations. PBR validation, fixing albedo values across the levels, specular and roughness problems etc.

    • Mentoring junior TA

  • Material Artist at Flying Wild Hog
    Warsaw, Poland
    September 2020 - July 2021

    • Creating textures and materials, maintain and update existing material library

    • Working with Technical Artists on developing advanced materials

    • Assist with creating simple blueprints setups for dynamic materials bound to gameplay

    Additional initiative:

    • Optimize and fix existing materials, lighting settings, lightmaps, shadowing problems, environment, lods, collisions etc. General optimization of the levels for consoles

  • Technical Environment Artist at Wargaming.net
    Minsk, Belarus
    October 2018 - September 2020

    Tech Art tasks:

    • Validation and optimization of the levels to make sure they fit the performance limits

    • Gis data processing to use in game, that includes height maps, satellite data.

    • Testing internal tools, researching other tools or pipelines to improve our workflow

    • Writing guides and documentation of art pipelines

    • Basic scripting - convert data to be used in our engine, automation of some repetitive tasks, or to validate data through optimization stage

    • Some technical support in levels management

    + Feature ownership role:

    Directing the tool devs about what tools and ui improvements we need, creating tasks and description of the features, testing and giving feedback and approvement.

    Level Art (minor):

    • Create and sculpt terrain

    • Create materials, decals

  • Terrain & Substance Artist at Eagle Dynamics
    Minsk, Belarus
    March 2017 - October 2018

    • Working with real world terrain heightmaps

    • Generating splatmaps and masks for assets placement, either procedurally and automated satellite image classification (Landcover).

    • Working with old military scanned maps, converting them into geographical coordinates.

    • Vectorization of raster maps for proper roads web.

    • Working with vector data for roads, rivers, coastline, forests, cities etc.

    • Work closely with shaders programmer on shading of our terrains, test and assure to have it working properly.

    • Writing guides , research and document new tools for automatization or speeding up and simplifying of routines, gathering references.

  • Terrain artist at Freelance
    Remote
    March 2015 - August 2017

    Doing freelance terrain art work for PC and mobile games, including PUBG.