Kos Myronov

PDF version

www.KosMyr.com

linkedin.com/in/kostiantynmyronov

www.artstation.com/miron

miron.k.miron@gmail.com

mytotem.ca

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