Artem Bobkov
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.
Download CVExperience:
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.
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.
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)