I'm an Environment & Level Artist and Technical Artist with five years creating real-time worlds across PC, VR, mobile, and WebGL. Trained as an architect at the National University of Colombia (top of class), I bring a precise eye for space, composition, and design logic, supported by a postgraduate specialization in Strategic Project Management.

My work balances visual quality and performance. I design modular, navigable spaces, craft lighting for readability and mood, and target the optimizations that matter—so scenes reliably meet frame-rate, memory, and loading goals in Unreal Engine and Unity.

I've led art teams and sprints and collaborate closely with multidisciplinary partners in design, engineering, and production to turn constraints into shippable builds. Every project is an opportunity to merge creativity with efficiency—and deliver beautiful, performant worlds with clear, measurable improvements.


What I do

  • Environment & Level Design: Modular kits, blockouts → final set dressing, readable navigation, and composition that serves gameplay and narrative.

  • Lighting for Readability & Mood: Baked vs. mixed strategies, lightmap UVs/density planning, and cohesive color/contrast that holds up under performance constraints.

  • Targeted Optimization (Unreal & Unity): Profiling-driven passes (CPU/GPU frame time), LODs/HLODs, instancing, occlusion/culling, material simplification, texture streaming/atlasing, and asset consolidation.

  • Cross-Platform Delivery: One content base adapted to PC, VR, mobile, and WebGL with appropriate budgets (draw calls, triangles, memory, loading).

  • Documentation & Handoff: Before/after captures, metric tables, and lightweight guidelines that keep teams aligned and speed up future iterations.

Results I aim for

  • Stable framerates/refresh for the target platform (e.g., VR 72/90 Hz where applicable).

  • Lower draw calls/overdraw and reduced GPU/CPU frame time with visible quality preserved.

  • Memory within budget and faster loads/streaming for a smoother user experience.

  • Consistent look across platforms with predictable asset and lighting standards.

Leadership & teamwork

  • Led art teams and sprints: Set visual/performance budgets, reviewed scenes for quality and cost, unblocked pipelines, and maintained checklists/benchmarks.

  • Multidisciplinary collaboration: Worked closely with game design, rendering/programming, tech art, audio, and production to translate goals into reliable, shippable builds.

  • Mentorship & quality bar: Helped artists adopt optimization-friendly workflows (modularity, texel density, LOD plans, baking discipline) without sacrificing art direction.

SKILLS

TOOLS

LANGUAGES


  • 3D Modeling
  • Level Art
  • Level Design
  • Technical Art
  • Architectural Design
  • Lighting & Rendering
  • Performance
  • Project Management
  • Composition & Readability


  • Blender
  • Substance Painter
  • Substance Designer
  • Unity
  • Unreal Engine
  • Marmoset
  • Photoshop
  • Jira
  • Slack
  • Trello
  • Plastic SCM
  • Sourcetree
  • GitHub
  • Discord

  • Spanish                              Native
  • English                               Fluent
  • French                           Beginner


RESUME PDF


WORK EXPERIENCE


  • Head of 3D Art and Technical Art 

    IMX3, Florida - United States
    (12/2023 - Currently) 

    Creation of immersive-optimized scenes for metaverses. My responsibilities include assembling detailed environments with strategic asset placement, enhancing technical performance through optimization techniques, designing effective lighting schemes to create desired ambience, and developing high-quality 3D assets, by combining technical proficiency and artistic vision.
  • Technical Artist

    Big Red Button Entertainment, Los Angeles, USA
    (02/2025 - 07/2025) 

    Porting a PC experience to VR. I optimize environments in Unity to maintain visual quality while improving performance, ensuring the experience remains faithful to the original. I collaborate closely with art and tech teams under the direction of Bob Rafei.

  • Environment Artist

    Bananas XR, Vienna-Austria
    (06/2023 - 01/2024) 

    Creation of high-quality assets and props, developing collision models for assets, and implementing basic level design. Blockout assembly and art passes to bring scenes to life. By combining skills in asset creation, technical setup, and artistic refinement,
  • Architect and Innovation Professional

    UNALab - National University of Colombia
    (06/2023 - 01/2024) 

    Overseeing a nationwide project. This involved coordinating the project's assembly, managing the budget, liaising with suppliers, obtaining quotations, procuring goods and services, attending meetings, creating graphic designs, and formulating methodologies. Strong organizational skills, attention to detail, and communication abilities were effectively utilized to ensure the smooth execution of the project.
  • Architect and Environment Artist

    Aula STEM - National University of Colombia at Manizales
    (12/2021 - 12/2022) 

    Design and create branded graphic pieces, Creation of virtual architectural scenarios for Extended Reality (XR) applications.

EDUCATION


  • Architect Bachelor Degree
    National University of Colombia
    (01/2018 - 12/2022)

  • Strategic Project Management Specialization
    National University of Colombia
    (01/2024 - 12/2024)

  • Video Game Modeling Certification
    Udemy
    (01/2023 - 02/2023)

© 2025 Juan Esteban Ramírez García
All rights reserved
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