Luca Vitiello - Technical Artist

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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