Luca Vitiello - Technical Artist
Download PDF
Via Giacomo Zanella, 54, Milano, 20133, Italy
[email protected]
https://www.linkedin.com/in/luca-vitiello-ta/
https://technicalart.it
[email protected]
https://www.linkedin.com/in/luca-vitiello-ta/
https://technicalart.it
Skillset
Tools
- Extensive knowledge of Epic Games’ Unreal Engine 5/4.
- Extensive knowledge of Autodesk products (3ds Max and Maya).
- Good Knowledge of Side Fx’s Houdini for procedural modeling and terrain generation.
- Good command with procedural content creation with node-based systems. I.E.: Substance Designer.
Programming Languages
- Proficient in Python.
- Good command of C#.
- Good experience with HLSL and GLSL.
- Experience with C++ in Unreal Engine.
Other
- 9 years work experience as a technical artist. With expertise in shading, tool development, pipeline and optimization.
- Excellent communication skills.
- Problem solving mindset, ability to locate and address issues.
Work Experience
Build A Rocket Boy / Playfusion - Principal/Lead Technical Artist
2025 - CURRENT
MINDSEYE (UNREAL ENGINE 5)
- In charge of Environment Optimization and Performance.
- Development and maintenance of in-editor tools for environment art.
- Ensuring Console and PC performance is in line with Directors' Vision.
- Reworking environment art Pipeline and mentoring Environment on best practices for Nanite/Lumen/VSM.
2022 - CURRENT
ASCENDANT (UNREAL ENGINE 5)
- In charge of a small team of Tech Artists, Tech Animators, and VFX Artists.
- Establishing performance budgets and optimization practices.
- Development and maintenance of in-editor tools for environment art.
- Work closely with the Art Director to ensure visual and performance targets are met.
IED Milan
2022 - CURRENT
PROFESSOR
- Teaching “Interactive Systems and Technology 2” at CG Animation Course.
- Graduation projects Supervisor.
Nacon Studio Milano (prev. Lunar Great Wall Studios) - Lead Technical Artist
2021 - 2022
TERMINATOR SURVIVORS (UNREAL ENGINE 5)
- Establishing new tools and pipelines for Unreal Engine.
- Training art teams in current and modern pipelines.
- Development and maintenance of procedural tools.
- Work closely with the Art Director to ensure visual and performance targets are met.
2021 - 2022
TT ISLE OF MAN: RIDE ON THE EDGE 3 (KYLOTONN ENGINE)
- Establishing new tools and pipelines for environment art.
- Training Junior colleagues in python and optimization practices.
- Work closely with the Art Director to ensure visual and performance targets are met.
Rockstar Games - Senior Technical Artist
2020 - 2021
GRAND THEFT AUTO VI (ROCKSTAR ADVANCED GAME ENGINE)
- Maintenance of existing tools and Pipelines (C#).
- Development of new tools to support automation frameworks and increase development speed.
- Porting existing pipelines to Linux.
- Work on Docker and Orchestration to containerize existing tools.
2020 - 2021
GRAND THEFT AUTO V (ROCKSTAR ADVANCED GAME ENGINE)
- Maintenance of existing tools and Pipelines (C#).
2020 - 2021
RED DEAD REDEMPTION II (ROCKSTAR ADVANCED GAME ENGINE)
- Maintenance of existing tools and Pipelines (C#).
Splash Damage - Mid Level to Senior Technical Artist
2020
UNANNOUNCED PROJECT (UNREAL ENGINE 4)
- Part of the Leadership Team.
- Work with Executives and Leads to define project goals and ambitions.
- Develop procedural systems for flexible and efficient development.
2019 - 2020
TECHNICAL ART AUTOMATION TEAM
- Focus on developing flexible multi-project pipelines and automation frameworks.
- Management of a small team (3 people)
- Prepare documentation and lessons for artists.
2019
HALO: THE MASTER CHIEF COLLECTION - PC (UNREAL ENGINE 4 - SABER3D ENGINE)
- PC Optimization (Saber3D Engine)
- UI Pipeline development (UE4).
- Gameplay and Core-Tech Support.
2018
INTERNAL PROTOTYPE (UNREAL ENGINE 4)
- In-engine support for Art, Level Design and VFX.
- Gameplay and Core-Tech support.
- Development of company pipeline and toolset.
2017 - 2018
UNANNOUNCED PROJECT IN PARTNERSHIP WITH WARGAMING (CORE 5 ENGINE)
- Creation and supervision of art pipeline (Environment).
- Development and maintenance of pipeline tools.
- In-engine support for art and level design departments.
Ubisoft Milan - Junior Technical Artist
2016 – 2017
MARIO+RABBIDS KINGDOM BATTLE (SNOWDROP ENGINE)
- Creation and supervision of the art pipeline (mostly environment).
- Development and update of shaders and in-engine tools.
- Development of tools for environment and cinematic team to speed up their workflow in Maya and 3DS Max.
IED Milan - Professor’s Assistant
2016 - 2017
PROFESSOR’S ASSISTANT
- Teaching Unreal Engine 4 and game production at CG Animation course and assisting with graduation projects.
Education
IED Milan
2013 - 2016
BACHELOR'S DEGREE
- Realization of many projects, both alone and in a team. Spacing in most 3D-related fields.
Languages
- ITALIAN: Native
- ENGLISH: Proficient in both written and spoken English
- SPANISH: Intermediate in spoken and written Spanish