About

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