I'm a Technical Artist and Software Engineer. I hold a degree in Video Game Development from the Complutense University of Madrid and a Master's in Technical Art and VFX from Voxel School. I’m passionate about real-time rendering,computer graphics, shading, and performance optimization, and I love pushing the boundaries of visual fidelity through technology.
My skill set bridges art and engineering. I work with Houdini FX, Blender, Substance Designer & Painter, and Photoshop.I code in C, C++, Python, C#, Java, JavaScript, and have experience with OpenGL, HLSL, and GLSL. I have hands-on experience in engine-level development with Unity and Unreal Engine, focusing on shaders, materials, and lighting.
View ResumeI created custom UI shaders in Unreal Engine, including a holographic card shader with UV distortion for animation.
A custom C++ OpenGL rendering engine featuring mesh loading, custom shaders, lighting, shadow mapping
Procedural terrain generated in C++ using Cube Marching. Terrain divided into chunks and dynamically modifiable in real time.
Master’s final project developed at UCM and Voxel School. I handled all technical art tasks, including lighting setup and VFX design to create an immersive dark-fantasy atmosphere.
Diorama creation with custom shaders and VFX, procedural forest placement with PCGs, and lighting setup.
Custom shader in Unreal Engine using stencil buffer to simulate flipping cards with dynamic holographic effect.
Feel free to reach out if you're interested in working together or have any questions!
miriammartinsanchez13@gmail.com