About
I’m Corentin, a French Technical Artist with over 5 years of professional experience and 10 years of expertise in Unreal Engine. Currently based in Helsinki, Finland, I’m open to remote work opportunities worldwide. My primary focus is on shader development, though I also have a strong background in general development. With a passion for both math and art, I thrive on solving complex problems to improve workflows and make my teammates’ jobs easier.
01
Work Experience
Technical Artist - Aivan Oy, Finland
2024-2026
- Development of the Brabus configurator (UE5: C++, Blueprints, Shaders)
- Creation of a game in Unreal Engine based on the 3D scan of the Titanic
- Creation and development of VR experiences in Unreal Engine
- Engine modifications and creation of tools in C++, Blueprints and Python to improve the team workflow
- Pipeline development and technical support
Technical Artist, Tools Programmer - Freelance, France
2022-2024
- Creation of open-source plugins (tools & shaders) for the Unreal Engine community as a self-taught developer
- Learning the Rendering Dependency Graph & Substrate Material workflow
- Deepening my HLSL, Rendering pipeline and Math knowledge
- Helping the Unreal Engine community
- Deepening my C++ knowledge
- Learning the Slate framework
3D Innovation Engineer, Lead Technical Artist -
GTA Géomètre Expert, France
2020-2022
- Research and development to link expert surveyor job and real-time 3D
- GTA VM (Volumetric Studio) branch’s creation.
- Teaching expert surveyors how to use 3D tools like Blender and Unreal Engine
- Creation and deployment of the VM workflow and pipeline
- Creation of Unreal Engine environment tools and shaders for Artists
- Unreal Engine VR Hand Tracking development
- Creation of environments for Paris’ mayors (Paris 2024 Olympic village)
- Creation of environments for a French electricity company (Dalkia drilling machine).
- Leading a team of 2 Technical Artists
- Bridge between the Studio Supervisor and teams
02
Skills & Tools
Abilities
- Understanding various technical issues in a production context
- Acquiring knowledge of new software, tools, and production techniques
- Handling project and team management responsibilities
- Demonstrating adaptability to various workflows.
- Displaying artistic sensitivity
Knowledge-how
- Programming, Scripting
- How the Graphic Rendering Pipeline works
- Mathematics, Linear Algebra
- Shaders
- Optimization
- Procedural Generation
- Lighting, Post-Processing, Calibration
- Modeling
- Texturing
Softwares, Programming Languages & Frameworks
- Unreal Engine
- Material Editor, Blueprint
- C++, HLSL, Python
- Slate, Render Dependency -Graph (PS, VS, CS)
- Unreal Insights, RenderDoc
- Blender, 3DSMax, Houdini
- Quixel Mixer, Substance Painter
- Marvelous Designer, SpeedTree, Adobe Suite
03
Education
Real-Time 3D Bachelor, HETIC, France
2017-2020
Bachelor based on the technical mastery of the 3D creation process and its methodological issues. It prepares for new uses of VR/AR and 3D Web.
