Kos Myronov
EXPERIENCE
Feb 2022 – Present
Principal Technical Artist at People Can Fly Studio
• Vegetation houdini setup, asset creation
• Road system, fence s ystem, meshes, textures. Tools for LDs and LAs
• Blueprints and python tools for project optimization and control
• Material work
• Content optimization
Feb 2020 – Feb 2022
Lead technical Artist at Ubisoft Toronto (FAR CRY 6)
• Tools for project optimization and statistics generation
(Dunia IronPython API, Jira, Perforce, 3DSMax Maxscript)
• Object bank and outsourcing team support
• Project optimization and debug
• 3DS Max scripts and tools
• Meshes and textures
Nov 2017 – Feb 2020
Lead Technical Artist at GE Grid Solutions
• Creating VR applications using UE (BP, UE materials, modeling)
• Product Visualization with V-Ray (3ds max materials, modeling)
• App development for a web using Verge 3D (modeling, materials, optimization)
Mar 2016 – Oct 2017
Technical Artist at Ubisoft Toronto (FAR CRY 5)
• Manage and support a team of 15 in-studio artists and 30 outsourcing artists
• Profiling and solving graphics related issues
• Solving various problems related to engine and level art
• Assets management, model and physics optimization
• Object Bank asset technical validation and control
• Technical support (engine and tools)
• Educating artists about technical aspects of 3d game asset creation
(polycount and LOD optimization, creating walkable and bullet collision, material usage)
Sep 2015 – Feb 2016
Technical Artist at Ubisoft Toronto (FOR HONOR Cinematic Team)
• AI fight scenes scripting and debugging
• Cinematic level design
• Tech support for animators and level artists
• Setting, debugging and rendering mocap scenes in the engine
• Scene creation and set dressing
• Technical support of a team of 20 animators, modelers and VFX artists
• Cinematic scene setup in the engine and Motion Builder
• Syncing gameplay AI and animated characters
• Rendering scenes and troubleshooting
Feb 2012 – Apr 2015
Lead Technical Artist at Vostok Games (SURVARIUM)
• Creating a pipeline for level assets, vegetation
• Providing communication between artists and a programming department
• Engine and Tools design in cooperation with programmers (model exporting, lods and
materials settings, layered vegetation painting system etc)
• Managing a team of environment artists
• Multiplayer level design, modeling and texturing
• Performance optimization of levels and assets
• Lots of vegetation and environment modeling and texturing
Oct 2009 – Dec 2011
Senior Technical Artist at GSC Game World (S.T.A.L.K.E.R. - 2 (Canceled))
• Engine and Tools design in cooperation with programmers
• Implementing SpeedTree workflow into a pipeline
• Vegetation modeling using SpeedTree, Lightwave, Maya
• Environment modeling and texturing
• Level prototyping and design
Jun 2007 – Sep 2009
Technical Artist / Level Artist at GSC Game World
(S.T.A.L.K.E.R. : Clear Sky, S.T.A.L.K.E.R. : Call of Pripyat)
• Terrain, architecture, props and vegetation modeling and texturing
• Single and multiplayer level design, creating and balancing gameplay
• Level optimization, lighting and compiling using inhouse XRay Engine
2005 – Jun 2007
2D / 3D Artist at Unicorn Games Studio (XIII Century: Death or Glory)
• 3d character, environment, architecture, props modeling and texturing
• Quality control and technical consulting
• Resources optimization
• GUI design and implementation, icons, logos, webpage design
• Posters composing and prepress
• Other problem solving concerning graphical content development
Jan 2002 – Feb 2005
2D / 3D Artist at Digital Spray Studio (You Are Empty)
• Environments, vehicles, architecture, details, weapon modeling and texturing
• Level optimization
Jul 1999 – Jan 2002
Various freelance jobs
• 2D and 3D Artist
• Photographer, graphic designer
• Prepress
EDUCATION
Kiev National Shevchenko University, Institute of Foreign Affaires, Bachelor’s Degree in International Information
SKILLS
• Self-taught
• Solid understanding of a game development process and how game engines work
• Ability to quickly learn new tools and tech, problem solving and troubleshooting
• Unreal engine projects for different platforms (Desktop, VR, Mobile, Oculus Quest) using blueprints
• Complex V-Ray materials for render projects
• Image and Video compositing with AfterEffects, Lightroom, Photoshop
• FDM and SLA 3D printing specialist
• Jewelry production
• Photogrammetry and 360 panoramas photographer