The Division 2
Senior Technical Artist
February 2019 – Current
Technical Artist
October 2017 – February 2019
Working at Ubisoft Reflections as Technical Artist on The Division 2.
Die Young
Lead Artist & Technical Artist
2015-2017
Die Young is an open world survival set in a mediterranean island, realized in Unreal Engine 4. I lead the art department on assets creation and environment set-dressing, worked with the lead programmer on optimization, defined technical rules for art assets, wrote a workflow doc between art and design and for art assets production, created a shaders library in Substance Designer and Unreal Engine 4, and handled all the lighting and vfx of the game.
http://store.steampowered.com/app/433170/Die_Young/
Project Kyro
Technical Artist & Vfx Artist
2017
Worked as a Technical Artist & Vfx Artist on Project Kyro prototype, I worked with the other team mates to optimize the VR game, I defined art production rules and techniques for the project, and created the basic spells for the game (particles, shaders and textures).
Blockstorm
C# Programmer – UI Designer / Developer
2013-2014
Blockstorm is a multiplayer FPS, I worked on the UI system designing and developing it on Unity3D. I also provided some 2D and 3D assets like textures and skyboxes. I also wrote documentation and coded a forum to support Unity Web to preview the maps and the characters created by the users.
http://store.steampowered.com/app/263060/Blockstorm/?l=italian
Artstation Profile
This is my Artstation profile, with some modelling, texturing, lighting and shading projects.
https://www.artstation.com/artist/iacopoantonelli