Kos Myronov
linkedin.com/in/kostiantynmyronov
EXPERIENCE
Lead Technical Artist at GE Grid Solutions
Nov 2017 – Present
• Creating VR applications using Unreal Engine
• Product Visualization with V-Ray
• App development for a web using Verge 3D
Technical Artist at Ubisoft Toronto
Mar 2016 – Oct 2017 FAR CRY 5
• Manage and support a team of 15 in-studio artists and 30 outsourcing artists
• Profiling and solving graphics related issues
• Tutoring on technical aspects of asset creation, materials and physics
• Solving various problems related to engine and level art
• Assets management, model and physics optimization
• Object Bank asset technical validation and control
• Technical support (engine and tools)
• Educating artists about technical aspects of 3d game asset creation
(polycount and LOD optimization, creating walkable and bullet collision, material usage)
Animation Technical Artist at Ubisoft Toronto
Sep 2015 – Feb 2016 FOR HONOR Cinematics
• AI fight scenes scripting and debugging
• Cinematic level design
• Tech support for animators and level artists
• Setting, debugging and rendering mocap scenes in the engine
• Scenes creation and set dressing
• Technical support of a team of 20 animators, modelers and VFX artists
• Cinematic scene setup in the engine and Motion Builder
• Syncing gameplay AI and animated characters
• Rendering scenes and troubleshooting
Lead Technical Artist at Vostok Games
Feb 2012 – Apr 2015 SURVARIUM
• Developing engine tools
• Creating a pipeline for level assets, vegetation
• Providing communication between artists and a programming department
• Engine and Tools design in cooperation with programmers (model exporting, lods and materials settings,
layered vegetation painting system etc)
• Managing a team of Environment Artists
• Multiplayer level design and creation
• Performance optimization of levels and assets
• Worked on vegetation and other environment assets
Senior Technical Artist at GSC Game World
Oct 2009 – Dec 2011 S.T.A.L.K.E.R. - 2 (Canceled)
• Engine and Tools design in cooperation with programmers
• Implementing SpeedTree workflow into a pipeline
• Vegetation modeling and compiling using SpeedTree
• Environment modeling and texturing
• Location prototyping and design
Technical Artist / Level Artist at GSC Game World
Jun 2007 – Sep 2009 S.T.A.L.K.E.R. : Clear Sky (2008) S.T.A.L.K.E.R. : Call of Pripyat (2009)
• Terrain, architecture, props and vegetation modeling and texturing
• Single and multiplayer level prototyping, creating and balancing a gameplay
• Level optimization, lighting and compiling using inhouse XRay Engine
2D / 3D Artist at Unicorn Games Studio
2005 – Jun 2007 XIII Century: Death or Glory
• 3d character, environment, architecture, props modeling and texturing
• Quality control and technical consulting
• Resources optimization
• GUI design and implementation, icon design; logo design; webpage design
• Posters composing and prepress
• Other problem solving concerning graphical content development
2D / 3D Artist at Digital Spray Studio
Jan 2002 – Feb 2005 You Are Empty
• Environments, vehicles, architecture, details, weapon modeling and texturing
• Level optimization
Various freelance jobs
Jul 1999 – Jan 2002
• 2D and 3D Artist
• Photographer, graphic designer
• Prepress
EDUCATION
Kiev National Shevchenko University, Institute of Foreign Affaires, Bachelor’s Degree in Internation Information
SKILLS
• Self-taught
• Solid understanding of a game development process and how game engines work
• Ability to quickly learn new tools and tech, problem solving and troubleshooting
• Unreal engine projects for different platforms (Desktop, VR, Mobile, Oculus Quest) using blueprints
• Complex V-Ray materials for render projects
• Image and Video compositing with AfterEffects, Lightroom, Photoshop
• FDM and SLA 3D printing specialist
• Jewelry production
• Photogrammetry and 360 panoramas photographer