Open to remote · Salt Lake City
Brayan Fernandez
Technical VFX Artist
Real-time VFX, shaders, and the tools behind them. Unity · Unreal · Maya.
Work
Nothing in this category yet.
Experience
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Light & Wonder · Full-time · Oct 2024 – Present · Reno, NV · Hybrid
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Technical Artist
Sep 2026 – Present
Owning shader, VFX, and tooling work across shipped casino games.
- Shader development. One flexible shader driving many visual variations.
- VFX systems. Particle architecture and batching for production effects.
- Unity tooling. Editor tools and asset import pipelines.
- Character rigging. Full rigs in Maya; the team's go-to for Maya questions.
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Associate Technical Artist
Oct 2024 – Sep 2026
Shaders, particles, and Unity tooling for shipped casino titles, growing into the team's Maya and rigging point of contact.
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Technical Artist
Sep 2026 – Present
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Technical Artist / Bucket Under a Bucket, LLC · Trash Pandamonium, capstone project
Aug 2023 – May 2024 · Salt Lake City, UT
Technical artist on Trash Pandamonium, a raccoon party game shipped by a student studio through the University of Utah capstone program, in Unreal Engine.
- Stylized VFX. In-game effects across a wide range of system requirements.
- Master shaders. Delivered to design and art with full documentation, cutting designer iteration time roughly in half.
- Character rigs. Complex rigs built for performance and animator ease of use; led creative fixes for character-animation problems.
- Unreal integration. Owned 3D asset integration, technical support, and tool training for the art team.
- Look development. Lighting and post-process work tuned for both aesthetics and performance.
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BS, Technical Art for Games / University of Utah
Aug 2020 – Apr 2024 · Entertainment Arts & Engineering
Bachelor of Science in the Entertainment Arts and Engineering program, with a capstone year shipping a game as a technical artist.
About me

Hey there! I'm Brayan and I'm a Technical Artist and Real-time VFX Artist who likes building effects and the systems that make them fast to make.
I started in Unreal and Niagara, shipping a game as the technical artist on a University of Utah capstone team, then moved into Unity shaders, VFX, and tools in production at Light & Wonder. Day to day that means flexible master shaders, particle architecture that holds up under batching, editor tooling and import pipelines for the art team, and full character rigs in Maya.
I enjoy sitting between art and engineering: turning a look into something performant, documenting it so designers can run with it, and being the person people come to when Maya or Unity does something strange.
Based in Reno and open to remote work or a move to Salt Lake City. Always happy to talk about new opportunities. Feel free to reach out!
Software
- UnUnity
Unreal Engine- NiNiagara
- MaMaya
- PsPhotoshop
- ?[Houdini / Substance / Blender…]
Languages & frameworks
- C#C#
- HLHLSL / Shader Graph
- ?[Python / C++…]
Skills
- Real-time VFX
- Particle effects
- Shader development
- Master shaders & documentation
- Unity tooling & pipelines
- Asset integration (Unreal)
- Character rigging
- Lighting & post-process
- Real-time optimization
- Cross-team collaboration