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├── Environment
├── Technical Art
├── VFX
├── Procedural
└── Tools

Technical Artist —
Houdini · Unity · Unreal

Procedural systems and real-time pipelines across VFX, environment, and tools development.

Works across games, XR, and digital twin productions. Clients include NASA, Meta/Blumhouse, FAA, and Deloitte.

Core toolset: Houdini (VEX, Python, HDAs), HLSL and Compute shaders, Unity C# editor tooling, Unreal materials and Niagara.

 

Shader work operates below the engine layer — render pipeline differences between Unity and Unreal are an interface concern, not a context switch.

→ Procedural scene generation
→ Integration, pipeline, optimization  
→ Real-time VFX, shaders, simulations
→ VEX, HDAs, data-driven systems
→ C# editor tools, Python automation

Projects

Reatime VFX & Simulations Flipbook Shots

Tools and Assets

Contacts

Professional inquiries related to technical art,
procedural tools, and production pipelines.
 

Scope of work:
• Houdini-based tools and pipeline development
• Technical Art & VFX systems
• Engine-facing workflows (Unity / Unreal)
• Production-ready custom tools

E-Mail:

Phont:

Timezone:

pavel.zosim@protonmail.com

+373 621 67 0 76

CET (UTC+2)

Ⓒ pavelzosim.com — Technical Artist (Houdini, Game Engines)

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