Over a decade in game development, eight years in AAA, turning hard technical problems into artist-friendly workflows. From validation, profiling and pipeline tooling on Rainbow Six Siege to procedural environments, scattering systems and shaders in Houdini on Assassin's Creed.
The disciplines behind the case studies below ↓
Procedural environments and scattering at world scale: ambiances, shader tricks like stencil-driven character footsteps, and the systemic fixes that keep an open world consistent.
Tools and generators that multiply every dev's output: one artist producing what used to take a whole team.
Tool design, programming and pipeline tech that keeps hundreds of artists moving fast.
Setting and holding the technical bar: budget assessment, guidelines and documentation, world-setup standards, console benchmarks and PBR validation.
Material systems and shader authoring: from stylized to physically grounded.
Finding the frame-time, memory and streaming wins that let a game ship.
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More case studies coming as the archive fills out.
Looking for senior / lead technical art roles. Happy to talk pipeline, Houdini procedural tools, open worlds, or whatever problem you're stuck on.
rubenacebal@gmail.com