About Me


Hey, I’m maglucen 👋

Technical Artist · Gameplay Programmer · 3D Artist


What’s this site for?

  1. Logbook – bite-size notes on every fix, experiment and gotcha.
  2. Portfolio – one-stop look at my best work (plus easy contact).

Highlights

Project / Studio Role & Engine Key Contributions
Onirica VR Technical Artist & Gameplay Programmer
Unity
• Prototyped multiple VR minigames
• Wrote C# gameplay systems & interaction logic
• Authored Shader Graph / HLSL VFX
• Modelled & optimised 3D props in Maya
Eyes on Yuki
(PC co-op demo)
Lead Programmer
Unreal 5
• Blueprint + C++ architecture
• Resource storage & zone unlocking
• Automated turret-defence logic
Personal Projects Tech Artist · Tools Dev · 3D Artist
Various
• Built Maya tools in Python/MEL
• Procedural building workflows in Houdini
• Stylised shader/VFX library
• Prototyped mini-games to road-test new pipelines

Everyday toolkit

Engines & Tools: Unity · Unreal 5 · Houdini · Maya · Substance
Languages: C# · C++ · Blueprint · Python/MEL
Focus: gameplay code, stylised shaders/VFX

How I work

  • Reusable first – build once, ship everywhere.
  • Procedural when possible – automate the boring stuff.
  • Gameplay-centric art – visuals that feel great, not just look great.
  • Inspired by the systemic depth of ARK, the chaos of Isaac, and the reactive VFX of Returnal.

Looking for

Open to full-time, part-time, or freelance roles where code meets art: tech-art pipelines, gameplay prototyping, VR R&D.

Let’s talk

Discord Discord: maglucen
Gmail Email: maglucen
LinkedIn LinkedIn: maglucen
Looking for a technical artist? Let’s chat.
Ping me – I’m all ears!

Last updated: 09 June 2025