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Registration: 28.09.2026

Biel Rabasa Galan

Specialization: Technical Artist
— Passionate about video game development and programming. — A person who loves to learn and is willing to contribute to collaborative development teams.
— Passionate about video game development and programming. — A person who loves to learn and is willing to contribute to collaborative development teams.

Portfolio

The Seed Game Engine

A Game Engine fully coded in C++ and the rendering library OpenGL. My principal implementations: ● Complete Render Pipeline. ● Game Object and Component system. ● Data importing (textures and meshes). ● Shader Pipeline & Editor.

Tech Art Analysis of the game “The Forest”

De-compiling the game for a deep analysis of its technical art techniques for optimisation: ● Extracted all textures and meshes and analysed their use and optimisation techniques. ● Dissected all GPU profiling with RenderDoc and tested the rendering pipeline. ● Investigated scene loading trouble in open-world videogames. ● Learned new memory optimisation tools and techniques.

Procedural Generation Tool for the Unity Engine

A procedural generation tool for the WFC algorithm coded inside the Unity Engine. A modular tool made for artists to create procedurally generated structures with simple rules. ● Developed a Unity Engine tool for procedural generation in 3D grids. ● Designed a robust code architecture to support long-term development. ● Optimised memory usage via flags and bitwise operations. ● Deepened knowledge in tooling, UI, memory and data management.

Skills

Unity
C++
C#
C
GLSL
HLSL
CG
Dart
Python
Git
OpenGL
SDL2
Wwise
Photoshop
Figma
3DS Max
Maya
Blender
Substance Designer
Substance Painter
Technical Art
Shader Graph
VFX

Work experience

Technical Artist Intern
07.2025 - 12.2025 |Socialpoint Zynga T2
Unity, Adobe Photoshop
Monster Legends, Two Dots & Artist Pipeline. ● Unity internal tool development automating asset workflows. ● Adaptation of the Photoshop concept-art pipeline for multi-user use, automating 2/3 of the workflow. ● Creation of a 10-year VFX library for TwoDots to centralize, index, and reuse legacy VFX. ● Asset integration automation, debugging, and pipeline support for the mobile game Monster Legends. ● Cross-team collaboration with artists to refine pipelines and resolve blockers.
Game Developer
since 11.2025 - Till the present day |NDA
Unity, C#
Dusteroids - PC game. ● Solo-developed a 2D PC game in Unity and C#, covering gameplay programming, systems design, technical art, UI, and publishing. ● Built modular, data-driven systems with ScriptableObjects, object pooling, reusable components, and custom Unity development tools. ● Implemented performance-focused systems, including chunk-based world simulation, selective updates, and optimization of CPU, physics, and rendering workloads. ● Developed technical art solutions with Shader Graph, particle systems, VFX, and Wwise, integrating visual and gameplay systems in-engine.

Educational background

Game Design & Development (Bachelor’s Degree)
Till 2025
CITM (UPC)
Technical Artist (Masters Degree)
Till 2025
CITM (UPC)

Languages

EnglishAdvancedSpanishNativeCatalanNativeFrenchIntermediate