
Adeel Sarim
Technical Artist
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About
Technical Artist with 6 years of experience in Unity and Unreal real-time development, specializing in VR rendering, shader programming HLSL, and performance optimization for mobile and standalone VR platforms. Proven ability to bridge art and engineering, build tools and workflows, and deliver high-quality interactive visuals while maintaining optimal performance.
Experience
Senior Technical Artist at BuzzSols (2024-01 – Present)
Senior Technical Artist specializing in VR rendering and shader optimization
- Defined and improved environment and VFX workflows in Unity, enabling faster asset integration and iteration across teams
- Developed hand-written HLSL shaders optimized for mobile and standalone VR hardware
- Implemented interactive VFX using Unity VFX Graph, Particle Systems, and shader-based effects for gameplay and UI
- Optimized assets, lighting, and rendering using Forward Rendering pipeline to maintain smooth VR frame rates 7290 FPS
- Built custom Unity tools and editor scripts to automate asset validation, material setup, and prefab workflows
- Implemented Material Property Blocks and Nested Prefabs to reduce draw calls and improve runtime performance
- Collaborated closely with engineers, designers, and environment artists to resolve rendering, memory, and performance issues
Technical Artist at Agile17 (2022-01 – 2024-12)
Technical Artist developing custom shaders and rendering solutions for VR and mobile platforms
- Developed custom shaders and rendering solutions using HLSL for real-time environments and gameplay VFX
- Implemented Unity animation systems, Timeline sequences, and particle-driven gameplay effects
- Performed performance profiling and GPU optimization for VR and mobile platforms
- Optimized scene complexity by reducing draw calls, shader cost, and texture memory usage
- Created technical 3D and 2D assets including shader-driven UI elements and gameplay visual effects
- Implemented texture baking workflows, embedding arbitrary data into textures and mesh properties for runtime use
- Worked as the technical bridge between art and engineering, ensuring visuals met both artistic and performance targets
3D Pipeline TD at Contractor (2019-01 – 2022-12)
3D Pipeline Technical Director building modular rigging systems and GPU-based particle systems
- Built modular rigging systems enabling rapid iteration on whimsical characters and props
- Integrated game and interface animation blueprints with custom tools for artists
- Implemented GPU-based particle systems for dynamic gameplay effects
- Assisted in pipeline setup, source control, and environment streaming optimizations
- Resolved stability, memory, and performance issues, ensuring compliance with target budgets
- Collaborated with designers to bring prototype features to life with real-time constraints
