Available for Technical Artist & VFX Roles

Real-Time
VFX Artist &
Technical Artist

Bridging explosive visual artistry with rock-solid engine performance.

Specialized in high-impact stylized & realistic combat VFX, proprietary shader architecture (Amplify Shader Editor & Shader Graph), and zero-GC Unity C# systems that elevate game feel without sacrificing frame rates.

3+ Yrs Industry Experience
Zuuks & Tiplay Studio Track Record
Zero-GC Object Pooling Architecture
ASE & SG Custom Shader Tech
FEATURED: ECLIPSE JUDGEMENT

Eclipse Judgement (Tutulma Hükmü)

Unity 6 HDRP cinematic & gameplay VFX. Dynamic 3-stage rhythm: Anticipation seal → Visual silence → Ground slam shockwave.

#Unity6_HDRP #AmplifyShaderEditor #CameraShake #ZeroGC

Visual Effects & Technical Artistry

Every project is engineered with a strict 3-tier pipeline: Custom Mesh Geometry → Advanced Shader Math → Layered Particle Dynamics & C# Integration.

Unity 6 HDRP

Eclipse Judgement (Tutulma Hükmü)

Cinematic & gameplay ground slam VFX. Features 4-phase anticipation & release, Annulus ring geometry overdraw optimization, and trauma-squared Perlin camera shake with zero GC allocations.

Unity URP

Stylized Combat VFX — Hit & Slash Pack

Complete real-time stylized combat suite. Dynamic sword ribbons, multi-directional hit sparks, shockwaves, and custom high-efficiency object pooling architecture (VFXPool) that runs with zero GC runtime overhead.

Shader Tech Art Hex Shield Shader Research

Procedural Hex Energy Shield

100% pure Amplify Shader Editor solution with dual-UV architecture (UV0 wireframe, UV1 3D cell pivots). Features GPU vertex pop-out recoil, localized Hermite smoothstep shockwave dissipation, and multi-pass transparent queue sorting.

Editor Tooling
UV & Mesh Channel Viewer

UV & Mesh Channel Viewer

Custom Unity 6 EditorWindow developed for Technical Artists. Inspects 8 UV channels (Vec2/3/4), isolated Vertex Color masking (RGB & Alpha), 3D orbit viewport, and a live VFX UV Panner engine with directional nudges.

The 4 Pillars of Real-Time VFX

A multidisciplinary technical skillset built to bridge the gap between creative visual design and engine performance.

1. Shaders & HLSL

  • Amplify Shader Editor (ASE) Architecture
  • Unity Shader Graph (URP & HDRP)
  • Screen-Space Distortion & Refraction
  • Custom Vertex Offset & Recoil Math
  • Erosion, Dissolve & Depth Fading
  • Stylized Hard-Edge Step / Cel-Shading

2. Particle Systems

  • Unity Shuriken Particle Systems
  • Unity VFX Graph (GPU Simulation)
  • Sub-Emitters & Dynamic Triggers
  • Velocity, Noise Curves & Trails
  • Custom Vertex Streams (UV & CustomData)
  • Fill-Rate & Overdraw Mitigation

3. 3D & Texture Pipelines

  • Blender (VFX Meshes, Annulus, UVs)
  • Substance Designer (Procedural Noises)
  • Photoshop & Krita (Hand-Drawn FX)
  • Vertex Color Channel Packing (RGBA)
  • Spine 2D & After Effects Integration
  • Packed Texture Atlases & Channel Maps

4. C# Engine Integration

  • Zero-GC Object Pooling (VFXPool)
  • Animation Events & Playback Sync
  • Trauma-Squared Camera Shakers
  • Custom Unity EditorWindows & Inspectors
  • Domain-Reload & Multi-Scene Safety
  • Mobile & PC Unity Profiler Tuning

Interactive VFX Sandbox

Click or drag anywhere inside the viewport to cast stylized particle bursts, shockwave rings, and arcane slashes simulated live in the browser.

SELECT EFFECT MODE:
Active Particles: 0
✦ Click or Drag to cast VFX

Experience & Milestones

Professional journey collaborating with game production teams, shipping optimized visual effects, and mastering engine pipelines.

ZUUKS GAMES

VFX Artist
JUNE 2024 — DEC 2025
  • Developed real-time 3D visual effects (VFX) and custom shader pipelines.
  • Created procedural textures and dynamic environmental material effects (Snow, Dirt, Rain, Wetness).
  • Bridged the gap between art and programming to rigorously optimize both visual fidelity and runtime performance across diverse hardware.

TIPLAY GAMES & TECHNOLOGY

Jr. VFX Artist
MAY 2023 — APR 2024
  • Completed intensive VFX Apprenticeship at Tiplay Games & Technology Studio.
  • Authored 3D particle systems and stylized textures across multiple mobile and PC titles.
  • Collaborated closely within agile cross-functional game development teams.

BEYKENT UNIVERSITY

Printing & Publishing Technologies
2015 — 2020

Deep foundation in visual communication, color theory, typography, digital print reproduction, and layout design.

VFX APPRENTICE

Online Real-Time VFX Specialization
2023

Comprehensive training in real-time visual effects principles, timing, color pacing, and particle game-feel mechanics.

The Art & Craft of Game Feel

Visual Readability First

A great effect must never obscure character silhouettes or player actions. I design clear value hierarchies with dark cores, luminous rims, and controlled residual dissipation.

Rhythm & Anticipation

True power does not come from blinding flash alone; it comes from contrast. Tension must build in the anticipation phase, breathe in visual silence, and discharge violently on impact.

Zero-GC Architecture

Visual beauty is useless if it drops frames. All VFX spawning is bound to robust object pools, cached components, and optimized mesh shaders that keep 60+ FPS rock-steady.

Let's Build Explosive Game VFX

Available for full-time studio opportunities, contract technical art, or stylized VFX collaborations.

Send a Direct Message

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