Kos Myronov

PDF version

www.KosMyr.com

linkedin.com/in/kosmyronov

www.artstation.com/miron

miron.k.miron@gmail.com

www.youtube.com/@kosmyr4631

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