Status
Available for new projects
Location
Astana

Artem Bobkov

Portrait

ABOUT (About)

I’m a Technical Artist with a strong foundation in real-time content creation and a focus on getting the most out of Unreal Engine in demanding, open-world projects.

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Experience:

2023/20XX

Technical Artist

Currently I’m a 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 (BasePass, shadows, FX).
  • Reduce draw calls/overdraw (merging, instancing, scene restructuring).
  • Manage LODs/HLODs for constant performance in streaming levels.
  • Optimize materials/shaders (complexity reduction, shared master materials).
  • Manage texture streaming & memory budgets to prevent hitches.
  • Build scalable pipelines (naming, validation, checklists).
  • Balance visual quality vs. performance with design/art teams.
  • Prepare/clean assets in Blender (optimization, pivot fixes) for UE.
  • Tech support for environment/cinematic teams (lighting, materials).
  • Develop Python tools to automate workflows & improve efficiency.
2023

Level Artist

Later, as a Level Artist at Fntastic on "The Day Before", I worked on large-scale world building: layout, composition, and performance-aware environment design for an ambitious open-world MMO.

2020/2022

3D Generalist

I started as a 3D Generalist, creating cinematic trailers and promotional content for mobile games entirely inside Unreal Engine — from scene assembly and lighting to camera work, VFX, and final polish. That experience gave me a solid mix of artistic sensibility and technical problem-solving in real-time pipelines.

Technical Skills:

Performance & Optimization

Comprehensive CPU/GPU profiling, identifying rendering bottlenecks, draw call & overdraw reduction, managing memory budgets, and texture streaming.

Technical Art (Unreal Engine)

Advanced material & shader authoring (optimization, instruction count), Blueprints (tools & logic), and cinematic pipeline support (Sequencer).

Scripting & Automation

Developing internal tools and pipeline automation using Python and UE Python API to streamline validation and repetitive tasks.

DCC & Content Pipeline

3D modeling and UV mapping in Blender, procedural asset generation in Houdini, and foundational familiarity with rigging systems and animation workflows.

World Building

Implementation of scalable LOD/HLOD strategies, level streaming, and technical standards for large-scale open-world environments.

Version Control

Proficient in Git for collaborative development and branch management.

LATEST WORKS (3)

1 / PIONER
Pioner
2 / PYTHON TOOLS FOR UE
Python Scripts UE5
3 / SURVIVAL GAME
Survival Game

ARCHIVE (Selected)

CONTACT (Get in touch)