Ihor Vovchuk
Ihor Vovchuk
I’m a Technical Artist / 3D Artist focused on Unity production workflows.
I have experience working on commercial game projects as a 3D artist, technical artist, and art lead. My strongest area is the space between art and implementation: preparing game-ready assets, building shaders and VFX, integrating content in Unity, optimizing visuals, and solving production problems directly in engine.
I like working close to the actual game, where art, tools, performance, and gameplay systems meet. I’m comfortable taking visual content from idea to implementation, and I care about making things not only look good, but also work reliably in production.
Currently, I’m also developing Batch 404, a personal Unity project where I handle gameplay systems, technical art, VFX, UI implementation, optimization, and full-cycle development.
Contact info
Skills & Tools
AI & Productivity Workflow
Expert implementation of Claude and OpenAI Codex for rapid C# tool development and shader refactoring. Utilizing Meshy and Tripo for high-poly prototyping and SoundLab for procedural audio generation. Advanced use of Generative AI for concepting and rapid asset iteration.
Technical Art & Shaders
Custom shader development (HLSL, ShaderLab), vertex animation, and procedural mesh generation. Expertise in building automated art-to-engine pipelines and asset validation systems. Focused on bridging the gap between artistic vision and technical constraints.
Performance & Optimization
Expert in extreme low-poly modeling and mesh optimization to maximize batching efficiency and minimize draw calls. Advanced profiling for mobile and standalone VR platforms, focusing on memory footprint management and texture atlas optimization to ensure stable high FPS.
Unity Engine
Deep knowledge of Unity's rendering pipelines (URP/Built-in), Editor scripting, C# automation, and UI system optimization. Experience in building scalable, high-performance frameworks for multi-platform deployment.
Digital Craft
Expert-level 3D modeling and retopology in Blender and Maya, focused on high-performance asset production. Proficient in procedural sculpting workflows and organic modeling for environment props. Advanced material authoring in InstaMAT and Substance Suite. Specialist in efficient UV mapping using Headus UVLayout. Professional use of Affinity Photo and Photoshop for texture manipulation and UI elements.
Retopology & Rigging
Efficient manual and semi-automated retopology for real-time performance. Solid experience in character rigging, skinning, and technical animation setup within Unity.
Tools & Collaboration
Git, GitHub Copilot integration, JIRA, Confluence, Miro, and technical documentation for art teams.
Featured Commercial Work
Role: Technical Artist / Unity Production Support
About the game
WWE Champions is a mobile puzzle RPG / strategy puzzle game where players collect WWE Superstars and Legends, build teams, upgrade characters, and fight through match-based puzzle battles, events, and competitive modes.
What I did
I worked close to Unity production, supporting visual content implementation, UI/art setup, asset integration, technical problem solving, and production workflows inside the engine. My responsibilities included helping artists and developers bring content into the game correctly, maintaining reliable Unity setup, fixing implementation issues, and supporting live production needs.
I also worked on production-facing tasks where art, UI, engine setup, and technical requirements meet - making sure content was not only visually correct, but also functional, stable, and ready for release.
Role: Technical Artist / Team Lead
About the game
Stormfall: Saga of Survival is a fantasy survival RPG where players explore a hostile world, gather resources, craft equipment, build a shelter, and fight enemies while progressing through a dark medieval setting.
What I did
I worked on the visual production side of the project, contributing to game-ready 3D assets, environment content, and overall visual quality. As an art lead, I helped guide and validate the visual direction, supported the team’s production workflow, and made sure assets worked consistently inside the game.
Role: Technical Artist / 3D Artist
About the game
Mobile strategy game. Worked on optimized game-ready visual assets for a real-time mobile production environment.
What I did
I worked as a Technical Artist / 3D Artist with a broad production focus across 3D assets, rendered map visuals, VFX, and UI content. My responsibilities included creating and preparing game-ready assets, rendering strategic map visuals, producing visual effects, creating UI elements, and supporting overall visual consistency across multiple parts of the game.
I also helped bridge art production and technical implementation, making sure visual content was optimized, readable, and suitable for a live mobile strategy game.
Role: Technical Artist / 3D Artist
About the game
Stormfall: Rise of Balur is a mobile fantasy MMO strategy game focused on castle building, army management, alliances, PvP battles, and long-term player progression.
What I did
I worked as a Technical Artist with a broad production focus across 3D assets, rendered map visuals, VFX, and UI content. My responsibilities included creating and preparing game-ready assets, rendering map-related visuals, supporting visual effects, producing UI elements, and helping maintain a consistent visual quality across different parts of the game.
Role: Technical Artist / 3D Artist
About the game
Shoot and Run: Western is a mobile 3D action runner set in a Wild West theme, focused on obstacle dodging, shooting, boss encounters, level progression, and endless-run gameplay.
What I did
I worked on the art production side of the project as a 3D Artist / Game Artist. My responsibilities included creating 3D assets, assembling levels, setting up materials, supporting UI content, and preparing visual elements for use in a mobile game production environment.