
About Me
Hey, I’m maglucen 👋
Technical Artist · Gameplay Programmer · 3D Artist
What’s this site for?
- Logbook – bite-size notes on every fix, experiment and gotcha.
- 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
Looking for a technical artist? Let’s chat.
Ping me – I’m all ears!
Last updated: 09 June 2025