3D modeling, materials, level design, and blueprints. UE4. Property of Redpill VR.
3D modeling, materials, level design, and blueprints. UE4. Property of Redpill VR.
3D modeling and content integration using Nvidia Flex, materials, textures, and blueprints. UE4. Property of Redpill VR.
Collaborative 3D modeling, materials, texturing, and blueprints. UE4. Property of Redpill VR.
Co-designer. 3D modeling and FX. Unity 5.
Andrew Webster - The Verge
Lead Artist. Collaborative 3D modelling and texturing.
Technical Artist & production pipeline director.
Collaborative 3D modeling and texturing.
Lead Artist & Production pipeline director. Shaders and texturing. Target hardware: Mobile (iphone 5S).
Lead Artist & Production pipeline manager. Shaders and texturing.
3D modeling and retopology for pre-baked cloth meshes.
Designed pipeline for texture projection from high poly to low poly, while keeping Vertex data integrity.

High-Poly sculpting. Designed a pipeline that allows characters to share materials, skeletons, and vertex IDs while keeping animations compatible between characters. All characters used the same geometry except for accessory attachments.
Technical Artist, 3D Anatomical modeling, retopology, texturing, and weight transfer.

3D modeling, retoplogy, texturing and weight transfer.
3D modeling, retoplogy, texturing, and weight transfer.

Pipeline Director. Collaborative 3D modeling, retoplogy, texturing, and weight transfer.

Pipeline Director. Collaborative 3D modeling, retoplogy, texturing, and weight transfer.
Kitty Toy. 3D artist, texturing, and UI artist.
Monster Fruit. 3D Artist.
Bubblelicous. UI Artist.
Directed workflow, lighting, and blueprints for crowd instancing. Realtime rendering Unreal Engine 4.
Research and development. Pre-baked fluids in UE4. Exported from Realflow in alembic.
Research and development. Realtime physics, reactive hairworks for fur integration in UE4.
Hairworks R&D reactive to collisions.
Interactive collisions, compatible with Nvidias Hairworks framework.
R&D on motion capture using Kinect 2 and microsoft PC sdk.
Workflow design. Skeletal mesh specs and best practices for seamlessly integrating pre-recorded motion capture animations. (Clean up using Blender).
Creating a functional, low budget pipeline for motion capturing.
R&D - Pre-baked fluids, rendered in realtime in UE4. Exported from Realflow as alembic.
Stylized environment, built with a parametric shape generator using math formulas. Applied to a brush setup as a particle system. UE4.
Data-Prep tool, used to improve character creation pipelines for the Art team:
-Asset validation. (Checks if targeted meshes have valid vertex color clusters. Unvalid paints red)
-History Clean Up
-Vertex Color transfering
-Transfer Vertex attributes
-Auto Skinning
-Auto copy skinning from base mesh
Developed in Maya. Python.
Personal work. Zbrush sculpting, retopology, cloth simulation, materials and vector fields to drive niagara particles. UE4.

Personal work WIP. 3D modeling and character design exploration.
Personal work. Speed 3D modeling and character design in ZBrush. Render in UE4.
Personal work Study. 3D Modeling and character design exploration.
Personal work. Concept art Matte painting.
Personal work. Concept art Matte painting.
Personal work. Concept art matte painting.
Personal work. Lighting R&D. Day & night cycle. UE4.
rogaldesign@gmail.com
Technical Artist based in Tokyo, with 15 years of experience across game development, Virtual Reality, mobile, and real-time simulation platforms, specializing in Unreal Engine 5, real-time rendering, technical art pipelines, and scalable content workflows.
My expertise includes lighting, materials, terrain, maps production, procedural environments, shaders, optimization, and modern UE5 rendering workflows such as Lumen and Nanite. I have developed and optimized content across a wide range of hardware targets, from mobile and VR platforms to next-generation real-time experiences.
I have contributed to advanced simulation and visualization platforms used by leading automotive and transportation companies including Audi, Fiat, Porsche, Ferrari, and Mercedes-AMG through products such as VI-WorldSim and VI-DriveSim. More recently, I contributed to content and workflows for Arene’s vehicle simulation platform, supporting Toyota’s next-generation software platform introduced with Toyota’s flagship all-new 2026 RAV4.
Experienced delivering production-ready workflows and content from early prototypes to shipped products, including Redpill’s Aurora VR experience. I help connect creative goals with practical technical solutions, from rendering and optimization to tools, pipelines, and real-time production workflows.
Specialities
-Unreal Engine 4 & 5
-Real-time rendering
-Technical art pipelines
-Tool development and automation
-Lighting and look development
-Materials and shader authoring
-Terrain, maps, and procedural environments
-Asset optimization and validation
-VR and mobile optimization
-Cross-functional collaboration with artists and engineers
Skills
Unreal Engine 4 & 5, Unity, Blender, Maya, Houdini, ZBrush, Substance Painter, Quixel Suite, Python, MEL, Blueprints, Unreal Engine Python Scripting, Data Prep, Git, Perforce, Niagara, VFX, Lighting, Materials, Shader Authoring, Terrain Systems, Level/Map Production, Procedural Environments, Asset Optimization, Performance Optimization, Pipeline Automation, DCC Tool Development, VR, Mobile Optimization, UI/UX Prototyping.