About
Hi! I'm a game developer based in Japan, working on various pixel-related and physics-related things.
As a technical artist, I straddle the line between art and programming.
My day-to-day work is more technical, whereas my hobbies are maybe more artistic (I love photography!).
This website is an amalgamation of my interests, and I hope you find my blog articles informative.
"So what does a technical artist do anyway?"
There are as many answers as there are technical artists!
For me, I mostly work on rendering-related things and physics-related things.
Here's a laundry list of all the sorts of things I did in the past, not all of which I do currently.
The higher on the list, the more relevant.
- Shader development
- Unreal Engine renderer modification
- Various Unreal Engine blueprint stuff
- Physics, for characters/environments/effects
- Niagara stuff recently
- Custom Animation Blueprint node simulating PBD for all character physics (cloth included), shipped in retail game on consoles also (SIMD optimized)
- Performance profiling/optimization
- VR development, various graphics-programming there (see GestureVR)
- DCC tool environment setup (folders, environment variables, launchers, distribution, etc...)
- DCC tools
- Rigging
- Mostly rig system development (custom Maya nodes, Python tools/automation) rather than direct per-character work
- Did a lot of this in the past, but my interests have shifted
My weapons of choice are C++, Python, and HLSL.
I used to sell various shaders/tools on Gumroad but then I moved to Japan.
Stylized is my focus.
Photography
I like to run about with my camera, because it's related to my profession while being relaxing and less information-intensive.
I used to massage the RAWs of my digital Nikon a lot, but after I got into film I lost interest in intense editing.
There is something very compelling about moving the effort from the editing stage to the moment of the photo, and having the developed film come out as a stylized rendition of that moment in time.
Now I like to look for simple solutions to getting pleasant-looking digital images, in a way similar to having film developed.
JPEGs straight out of camera are definitely high-quality and realistic-looking, but I want to get more of the magic of film.
| @kanzwataru | |
| denis-patrut-3d | |
| denisrpatrut@gmail.com | |
| GitHub | kanzwataru |
| Resume | Please contact |
All opinions are my own, not representative of my employers past/present