I’m an experienced technical artist specializing in VFX, interactive visual systems, tools development, performance optimization, and material shader creation. Secondary specializations include environment art and set dressing.
I have a strong interest in graphics programming, with a lot of my free time being spent reading about rendering techniques old and new.
Expertise
- Visual systems for increased impact and interactivity
- Semi-realistic and realistic realtime VFX creation
- Tools creation
- Rendering performance optimization
- Material shader creation and maintenance
- C++ (mostly in Unreal)
- HLSL
Software
- Unreal Engine
- Houdini
- Substance Designer
- EmberGen
- Gaea
- SpeedTree
You can contact me via email ignas.klydzia.inquiries@gmail.com
You can find my work experience detailed on LinkedIn
How I Started
In 2014 I started dabbling in game development as a modder for Skyrim.
Pretty quickly I joined TESRenewal Skywind – a remake/ reimagining of Morrowind in Skyrims (at the time) more modern engine. It’s an entirely volunteer based modding project.
Initially I was doing set dressing work, which was completely manual. A couple of years into it I took up more responsibility and started doing more managerial work – sorting through volunteer applications, organizing tasks, keeping track of progress.
Eventually I moved on to doing more lighting and atmospherics work, and eventually some environmental VFX, although that was very challenging – the .nif format that the Creation Engine uses for 3d and particle effects is very cumbersome to edit.
In 2020 I started working professionally as a VFX artist at SunSpear Games, eventually pivoting more to the technical art side.
Off-topic
Some things I appreciate, in no particular order:
- Art that takes human effort
- Jogging
- When the egg in a bowl of ramen is marinated
- History
- Mountains
- Chainsaw Man
- Doom
- Mirror’s Edge