TOOL · PYTHONSprite Sheet Assembly ToolGame-ready PNG exportDownload →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
Recent notes
UPDATED 2026-08-04Latest · implementation records
implementation records · experimentsopen blog index →
Selected projects
HIGHLIGHTSLatest · in progress
2026.08Airport Interaction ScreenRealtime UI systems and interaction design for public installation.WIP→
2026.06Procedural interior pipeline (USD)Cross-DCC collaboration, scene structure, parallel artist workflows.R&D→
2026.04FAA training environment toolingContent validation and export automation for simulation assets.TOOLING→
2026.02Vertex animation texture pipelineHoudini → UE/Unity VAT export path for production VFX.PIPELINE→
clients include NASA, Meta, FAA, Deloittebrowse all projects →
Realtime VFX & Simulations
FLIPBOOK SHOTS / PRACTICE ARCHIVEShort 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.
Tools and assets
QUICK ACCESSReusable utilities, production helpers, and game-ready assets. Each entry includes implementation notes rather than only a download link.
Latest · in progress
TOOLPYTHONSprite Sheet Assembly Tool→
TOOLCLIFolderTree.Parser→
ASSET3DLow-Poly Dumpster→
R&DVFXProcedural Explosion→
tools · scripts · 3D assetsbrowse tools and assets →
Blog — Breakdowns and lessons
READING INDEXLatest · recent notes
2026.08R&DUE5 HLSL compute — sun surface R&D→
2026.05TOOLFolderTree.Parser notes→
2026.03TOOLSprite Sheet Assembly Tool→
breakdowns / lessons / R&Dopen complete blog →
Technical specialization
WORKING SETprocedural.systems
Houdini HDAs, VEX, Python, USD workflows, procedural modeling and simulation systems.
houdini / vex / python / usdrealtime.graphics
HLSL, compute shaders, Unreal materials, Niagara, Unity VFX Graph, GPU profiling.
hlsl / compute / ue / unitypipeline.tooling
Editor tools, batch operations, content validation, export systems and deterministic automation.
c# / python / data / qaengine.integration
Moving authored systems into runtime constraints without losing useful artist control.
profiling / api / optimizationAbout this notebook
AUTHOR RECORDMy 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
Contacts
OPEN CHANNELSOpen 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.
- /in/pavelzosim
- github
- @pavelzosim
- youtube
- @pavel_zosim
- location
- Chișinău · UTC+3









