Hi, I'm Chandan and I love video games. For the past 17 years, I have had the privilege to work as a technical artist with a creative focus. My work spans interactive entertainment, architectural visualization, and everything in between. I have worked across many different environments. I have built teams from scratch at new startups, and I have worked in both indie and established studios. Over these years I have collaborated with some incredibly talented people from all over the world.
I have been lucky to help develop visuals for AAA games across console, PC, and mobile. My background includes platforms ranging from the Nintendo Wii to PS4, Xbox One, and VR. Along the way, I have helped build production pipelines for teams ranging from 30 to 300 people.
These experiences have taught me what really matters in production. Delivering a great result on time is the primary goal, regardless of the process we take to get there. It is also critical to listen to the user and put ourselves in their shoes. Making mistakes is fine as long as we learn from them and don't repeat them. Finally, I view automation as something magical. If we are doing the same tedious task over and over, we are doing it wrong.
Skills
- Game development across Unreal, Unity, CryEngine, Source, Infernal, and various proprietary engines and middleware
- Art development for shipped titles across VR, PC, mobile (iOS/Android), and multiple console generations (PS2-PS4, Xbox 360/One, Wii)
- Conventional and procedural art creation using 3D tools (Maya, Blender, Houdini) and 2D tools (Photoshop, Figma)
- Shader development and particle effect system creation
- Scripting and custom tool development (C#, Python), including gameplay and mission scripting
- Establishing and maintaining efficient art pipelines between DCC packages and game engines
- Extensive experience with content optimization and performance profiling (CPU, GPU, and memory)
- Game architecture, game design, and level design techniques
- Composition, layout, typography, color theory, and UX principles
Experience
Sandbox VRPrincipal Technical ArtistMar 2022 - Present
- Building environments, effects, and gameplay systems with shaders, particle systems, and scripts
- Developing and implementing tools for various workflow requirements
- Content optimization and performance profiling for VR titles
LabsterSenior Technical ArtistAug 2021 - Feb 2022
- Developing and implementing tools for art production pipelines
- Content optimization and performance profiling across multiple platforms
- Creating and maintaining technical documentation
Games24x7Senior Technical ArtistOct 2020 - Jul 2021
- Setting up pipelines and workflows for mobile game projects
- Training and setting up guidelines for internal teams and vendors
- Content optimization and performance profiling for mobile platforms
SmartVizXHead - Virtual RealityFeb 2015 - Sep 2020
- Leading the development team in creating visually impressive, highly optimized content for VR/AR, mobile, and web
- Defining and designing product features, visuals, and UI/UX for Trezi — an immersive collaboration platform for the AEC industry
- Researching emerging hardware and software technologies for AR and VR products
Lakshya DigitalSenior Technical ArtistFeb 2014 - Feb 2015
- Training teams and setting up production pipelines for Unreal Engine 4 and PBR workflows across multiple AAA console and PC titles
- Supporting the internal art team with outsourcing projects for PC and console platforms
BlueGiant InteractiveSenior Game DeveloperAug 2013 - Jan 2014
- Creating prototypes of game mechanics and designs in Unity
- Setting up and managing art pipelines, version control, and project management systems
- Optimizing art content, shaders, and particle systems to significantly reduce draw calls across multiple mobile titles
Lakshya DigitalSenior Technical ArtistFeb 2012 - Aug 2013
- Creating game prototypes and demos for the internal development team
- Supporting the internal art team with outsourcing projects for next-gen platforms
Trine GamesEnvironment / Technical ArtistOct 2008 - Oct 2011
- Shipped titles across multiple console and PC platforms: Spellforce 2: Faith in Destiny (PC), Yoga Wii (Nintendo Wii), Arcania: Gothic 4 (PS3, PC), Street Cricket Champions (PS2, PSP), Move Street Cricket (PS3)
- Responsibilities included level design and creation, artwork optimization for target hardware, shader and particle system development, and gameplay scripting
Other
- Regular speaker at game development conferences including IGDC, Unite, and local game dev meetups
- Organized the VR track at the India Game Developer Conference for two consecutive years
- Regular participant in game jams