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Djanco Dewus

Djanco Dewus

Technical Artist | Shader & Material Specialist

Talent
HaarlemLid sinds 31 mei 2026
Technical ArtistShader & Material SpecialisthlslglsloptimizationShader Developer
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Technical ArtistShader & Material Specialisthlslglsloptimization

Over

Technical Artist with 5+ years of experience specializing in shader architecture and low-level optimization. Expert in writing HLSL/GLSL shaders from scratch and managing performance constraints for VR and open-world titles. Experienced in defining technical specifications for art teams, validating assets using RenderDoc/PIX, and bridging the gap between Rendering Engineers and Artists.

Ervaring

Technical / Shader Artist at PlayerUnknown Productions (2022-12 – Present)

Shipped "Prologue" and working on the proprietary "Melba Engine."

  • Group Lead (Procedural Systems): Led a group of TAs and ML Engineers during the prototyping phase of Prologue, defining technical requirements for procedural world generation.
  • Shader Development: Wrote core shaders for the proprietary Melba Engine, including wind vertex animations, stochastic texturing, procedural height maps, and local material shadows.
  • Optimization: Profiled GPU performance using RenderDoc and PIX. identified rendering bottlenecks and flagged unoptimized assets for the art team.
  • Pipeline Definitions: Defined asset specifications and created documentation to guide the art team in converting assets from DCC tools to the Melba engine.

Technical / Shader Artist at Vertigo Games (2020-11 – 2022-12)

Shipped "After the Fall" (PC/PS5/VR) and "Arizona Sunshine 2"

  • Sole Shader Artist: Responsible for all shader development (Environment, Characters, VFX, UI).
  • Multi-Platform Shaders: Created dynamic shaders that retained visual parity across different hardware, from high-end PC to mobile chipsets (Meta Quest).
  • Asset Specifications: Established technical standards for the art team, including texture packing layouts (Channel Packing) and compression settings to maximize memory efficiency.
  • Tool Development: Wrote a custom C# tool in Unity with a GUI to automate texture baking; converted PC-spec Albedo/Normal/AO maps into optimized mobile-ready packed textures with custom specular data.

3D Visualizer & VR Specialist at Sweco (2020-03 – 2020-10)

  • Created real-time VR experiences and visualizations for civil engineering projects.

VR Artist / Visualizer at Parallel Realities (2018-09 – 2020-02)

  • Created photorealistic VR walkthroughs and experiences for architecture projects.

Opleiding

MBO in Game Art – Mediacollege Amsterdam (2015 – 2019)

Vaardigheden

Technical ArtistShader & Material Specialist

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