pavelzosim:~/atlas_ SYS.ONLINE / UTC+3
STATUS: MAINTAINEDREV: 2026.08

Pavel ZosimTechnical Artist / realtime systems

ENGINE-AGNOSTIC REAL-TIME SYSTEMS / HARDWARE-AWARE R&D

Technical Artist with 6+ years in real-time production and nearly two decades in computer graphics. I work across Houdini, Unity, Unreal, and proprietary engines — building scalable systems that bridge art and engineering: shaders, procedural workflows, VFX, asset pipelines, and tools that stay performant and practical day to day.

Exp
6+ yr RT · ~20 yr CG
Stack
Houdini · Unity · Unreal
Loc
Chișinău · UTC+3
Status
Open to collaborate
MEDIA / DEMO_REEL.MP4Selected real-time VFX, simulations, and production work.play on demand
Latest · implementation records

implementation records · experimentsopen blog index →

Latest · in progress

clients include NASA, Meta, FAA, Deloittebrowse all projects →

Short loop studies collected during day-to-day practice: particles, fluids, destruction, fire, weather, and simulation tests. These are working shots rather than polished case studies.

LOOP-001Layered Renderfinal_render.mp4 · 00:06
LOOP-002Fire Timelinefire timeline · 00:15
LOOP-003Falling Pigs3D simulation study · 00:03
LOOP-004Ocean Spectrumocean flipbook · 00:02
LOOP-005Storm Oceanocean simulation · 00:06
LOOP-006Solar Surfaceprocedural surface · 00:04
LOOP-007Tsunamifluid simulation · 00:04
LOOP-008Particle Collision Aparticle study · 00:05
08 / 21 loops visible

Reusable utilities, production helpers, and game-ready assets. Each entry includes implementation notes rather than only a download link.

Latest · in progress

tools · scripts · 3D assetsbrowse tools and assets →

Latest · recent notes

breakdowns / lessons / R&Dopen complete blog →

procedural.systems

Houdini HDAs, VEX, Python, USD workflows, procedural modeling and simulation systems.

houdini / vex / python / usd

realtime.graphics

HLSL, compute shaders, Unreal materials, Niagara, Unity VFX Graph, GPU profiling.

hlsl / compute / ue / unity

pipeline.tooling

Editor tools, batch operations, content validation, export systems and deterministic automation.

c# / python / data / qa

engine.integration

Moving authored systems into runtime constraints without losing useful artist control.

profiling / api / optimization

The pattern repeats across every project regardless of studio size: find the production bottleneck, build the tool or system that removes it, then document it well enough to survive without me in the room. I treat pipelines as contracts — registries, naming conventions, data-driven inputs — because that is what keeps a system predictable as a team grows around it. This site is where that documentation lives: breakdowns, R&D notes, and the reasoning behind each system, not just the finished result.

That approach has shipped inside commercial XR and interactive work — the Emmy-nominated Blumhouse Enhanced Cinema for Meta at Nexus Studios, and the NASA First Woman XR platform, recognized with American Advertising Awards — both balancing visual fidelity against strict real-time performance budgets across multiple hardware targets.

role
Technical Artist
production
6+ years
computer graphics
nearly 20 years
location
Chișinău / UTC+3
work mode
remote / on-site
relocation
open with sponsorship
collaboration
open to collaboration

Open to collaboration on technical art, procedural systems, real-time VFX, engine-facing workflows, and production tools.

This is a working notebook first. If the systems documented here overlap with a problem your team is solving, write to me directly.

location
Chișinău · UTC+3
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