Luca Vitiello
Download PDFPrincipal / Lead Technical Artist
Summary
Principal/Lead Technical Artist with 10+ years in AAA production at Build A Rocket Boy, Rockstar Games, Splash Damage, and Ubisoft. I bridge art and engineering: leading technical art teams, owning performance from budget definition to final optimization, and building the pipelines and procedural tools that keep large art teams fast. Credits include MindsEye, Halo: The Master Chief Collection, Mario + Rabbids Kingdom Battle, and Grand Theft Auto VI.
Skills
Engines & Rendering
- Expert in Unreal Engine 5/4: Nanite, Lumen, Virtual Shadow Maps, performance profiling and optimization for console and PC.
- Shipped on proprietary AAA engines: RAGE (Rockstar), Snowdrop (Ubisoft), Saber3D, KT Engine.
Programming
- Python (expert) for DCC and pipeline tooling; C# for studio tools; HLSL/GLSL shader development; C++ in Unreal Engine.
- Docker and orchestration for containerized pipelines and automation frameworks.
DCC & Procedural
- 3ds Max and Maya tool development; Houdini for procedural modeling and terrain; Substance Designer for procedural materials.
Leadership
- Lead and mentor multidisciplinary teams (tech art, tech animation, VFX); define performance budgets; trusted partner to art directors; university professor.
Work Experience
Build A Rocket Boy / Playfusion — Principal/Lead Technical Artist
2025 - Present
MINDSEYE (UNREAL ENGINE 5)
- Own environment optimization and performance across PC and consoles, recovering ~10 ms of GPU frame time in worst-case scenes to hit the directors' targets.
- Reworked the environment art pipeline around Nanite, Lumen, and Virtual Shadow Maps, and mentor the environment team on best practices.
- Design, build, and maintain the in-editor tools used daily by environment artists.
2022 - Present
ASCENDANT (UNREAL ENGINE 5)
- Lead a multidisciplinary team of Technical Artists, Technical Animators, and VFX Artists.
- Defined the project's performance budgets and the optimization practices used across departments.
- Partner with the Art Director to hit both visual and performance targets; develop and maintain in-editor environment tooling.
IED Milan — Professor
2022 - Present
CG ANIMATION DEGREE COURSE
- Teach "Interactive Systems and Technology 2", covering real-time technology and game production.
- Supervise graduation projects from concept through delivery.
Nacon Studio Milano (prev. Lunar Great Wall Studios) — Lead Technical Artist
2021 - 2022
TERMINATOR SURVIVORS (UNREAL ENGINE 5)
- Established the studio's new Unreal Engine tools and pipelines, and trained 10 artists across departments on modern workflows.
- Developed and maintained procedural content tools.
- Partnered with the Art Director to meet visual and performance targets.
2021 - 2022
TT ISLE OF MAN: RIDE ON THE EDGE 3 (KT ENGINE)
- Built new tools and pipelines for environment art on a proprietary engine.
- Mentored junior colleagues in Python and optimization practices.
Rockstar Games — Senior Technical Artist
2020 - 2021
GRAND THEFT AUTO VI (RAGE)
- Converted existing art tools and pipelines (C#) to be Linux-compatible, enabling large-scale automation workflows.
- Containerized tooling with Docker and orchestration to support automation frameworks.
2020 - 2021
GRAND THEFT AUTO V & RED DEAD REDEMPTION II (RAGE)
- Maintained the shipped tools and pipelines (C#) supporting live production.
Splash Damage — Mid to Senior Technical Artist
2020
UNANNOUNCED PROJECT (UNREAL ENGINE 4)
- Member of the project leadership team, working with executives and leads to define project goals and ambitions.
- Developed procedural systems enabling flexible, efficient content creation.
2019 - 2020
TECHNICAL ART AUTOMATION TEAM
- Led a team of three building multi-project pipelines and automation frameworks.
- Authored documentation and ran training sessions for artists across the studio.
2019
HALO: THE MASTER CHIEF COLLECTION - PC (UNREAL ENGINE 4 / SABER3D)
- Optimized PC performance in the Saber3D engine.
- Developed the UI pipeline in Unreal Engine 4 and supported gameplay and core tech teams.
2018
INTERNAL PROTOTYPE (UNREAL ENGINE 4)
- Provided in-engine support for art, level design, and VFX, alongside gameplay and core-tech support.
- Developed the company-wide pipeline and toolset.
2017 - 2018
UNANNOUNCED PROJECT WITH WARGAMING (CORE 5 ENGINE)
- Created and supervised the environment art pipeline, and developed the tools that supported it.
- Provided in-engine support to the art and level design departments.
Ubisoft Milan — Junior Technical Artist
2016 - 2017
MARIO+RABBIDS KINGDOM BATTLE (SNOWDROP ENGINE)
- Created and supervised the environment art pipeline on Snowdrop.
- Developed shaders and in-engine tools, plus Maya and 3ds Max tools that sped up environment and cinematic workflows.
IED Milan — Professor's Assistant
2016 - 2017
CG ANIMATION DEGREE COURSE
- Taught Unreal Engine 4 and game production, and assisted with graduation projects.
Education
IED Milan
2013 - 2016
BACHELOR'S DEGREE — CG ANIMATION
- Individual and team projects spanning modeling, animation, real-time rendering, and game production.
Languages
- ITALIAN: Native
- ENGLISH: Full professional proficiency, written and spoken
- SPANISH: Intermediate, written and spoken