ARTEM BOBKOV

Middle Technical Artist

About

Specialist blending Technical Art problem-solving with full-cycle CG production. I focus on achieving maximum performance and high visual fidelity across real-time engines and modern CG pipelines.

Experiences

Explore My Journey

Over the past 5+ years, I've had the opportunity to work on a wide range of game development and cinematic projects, optimizing performance and building immersive worlds.

01

Technical Artist PIONER

GFA Games · Astana, KZ
2023 — 2026

Technical Artist at GFA Games on "PIONER", a massive open-world shooter. My main focus:

  • Own rendering performance & technical art for open-world locations (UE).
  • Profile CPU/GPU & optimize bottlenecks.
  • Reduce draw calls/overdraw.
  • Manage LODs/HLODs for constant performance in streaming levels.
  • Optimize materials/shaders.
  • Develop Python tools to automate workflows & improve efficiency.
Unreal Engine Profiling Optimization Python
02

Level Artist The Day Before

Fntastic · Remote
2023

Level Artist at Fntastic on "The Day Before". Large-scale open-world environment design — layout, composition, and performance-aware world building for an ambitious MMO.

World Building Level Art Open World
03

3D Generalist Cinematics

CG Production · Freelance
2020 — 2022

Cinematic trailers and promotional content for mobile games entirely inside Unreal Engine — scene assembly, lighting, camera work, VFX, and final polish.

Lighting Camera & Sequencer VFX
Skills

Core Stack & Competencies

A structured breakdown of my specialized real-time workflows, profiling methods, and custom pipelines.

Skills

01 Realtime Performance Optimization
02 Materials & Shaders
03 Tools Development
04 Level Design
05 Environment Production
06 Cinematics & Animation

Software

Unreal EngineUnreal Engine
BlenderBlender
HoudiniHoudini
GaeaGaea
PhotoshopPhotoshop
Premiere ProPremiere Pro
After EffectsAfter Effects

Languages and Frameworks

PythonPython
Expertise

Visual Directions

Two core directions where engineering meets visuals — real-time technical art and cinematic production in Unreal Engine.

01 /

Technical Art

Bridging the gap between art and programming. Building shaders, optimizing pipelines, developing Python tools, and ensuring highest performance in Unreal Engine without sacrificing visual fidelity.

02 /

Cinematics

Directing and assembling high-quality cinematic sequences in Unreal Engine. From camera layout and staging to lighting, animation, and final rendering for trailers and in-game cutscenes.

Archive

Selected Works

A curated selection of projects, tools and maps from different years — each one links out to live material.

Contact

Let's Work Together

Open to interesting projects and full-time opportunities. Drop me a line — I usually reply within a day.