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

My work focuses on building scalable, maintainable real-time systems that bridge art and engineering. I develop shaders, procedural workflows, real-time VFX, asset pipelines, and production tools while ensuring they remain performant, reusable, and practical for day-to-day development.

I have contributed to commercial XR and interactive productions including the Emmy-nominated Blumhouse Enhanced Cinema experience at Nexus Studios for Meta, and the NASA First Woman XR platform, recognized with American Advertising Awards. Both required balancing visual quality with strict real-time performance budgets across multiple target platforms.

Rather than creating one-off solutions, I design modular workflows and reusable architectures that improve iteration speed, reduce maintenance, and support artists throughout production. My approach combines procedural thinking, mathematics, rendering, optimization, and visual design.

My experience includes HLSL shader authoring, Houdini procedural systems, real-time VFX, Python and C# tooling, asset integration, VR and mobile optimization, and collaboration between artists and engineers. I document workflows and technical research through this blog and ongoing R&D projects.

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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