Expert Unreal Engine TA with over 10 years of experience developing large worlds at high fidelity. Love to work with Shaders, Worldbuilding, Optimization, Large Scale Systems, Digital Twins and Simulations, Volumetrics and Real Time Lighting, and much more. Lots of experience supporting environment, character, and level design teams with clean pipelines, documented workflows, and useful tools. Quick learner and always looking to learn new things and grow, very passionate about creating worlds, making them fun to explore, and beautiful to look at.
Demo Reel:https://www.youtube.com/playlist?list=PLczbV11LHxjYrVaA97EFU9vzIY0ipoQjK
YT: https://www.youtube.com/@TechArtAxton
Linkedin: https://www.linkedin.com/in/adam-funari-a08396148/
Worked on TA team in wide range of roles including tools, shader, and pipeline development, optimization, lighting/weather systems support, VFX systems support, and extensive work on asset optimizations for UE5's new rendering pipeline.
Transitioned to the defense industry sister company of Offworld Industries, was tasked with working on complex real-time effects, including real-time volumetrics, as well as designing a variety of systems for industry clients using a combination of blueprints, shaders, and HLSL.
I also worked directly with certain clients as their main point of contact in a business to business role.
Originally hired at age 16 due to my work on modding projects for the studio's game, I was brought on as a world builder/terrain artist but quickly shifted into the role of sole tech artist for the studio of 50-100 people for the next 4 years. Over this time I rapidly learned shaders, lighting, optimization, and gained substantial in-depth knowledge of the Unreal Engine.
Responsibilities included creating optimized terrain shaders and textures for 20 large (2-6km) levels, making multiple unique lighting scenarios for each level, debugging and optimizing all shaders in the game, optimizing the levels created by level designers/world builders so that they would run acceptably, creating new tools and systems to help developers iterate and create content more quickly, developing best practices for content creation for artists, and creating marketing promo material such as posed screenshots for the game.
At times I would also be tasked with creating content myself, including 2 levels I designed fully, as well as the terrain creation and foliage generation for an additional 7 levels.