Open to remote · Salt Lake City

Brayan Fernandez

Technical VFX Artist

Real-time VFX, shaders, and the tools behind them. Unity · Unreal · Maya.

Work

Experience

  1. Light & Wonder logo

    Light & Wonder · Full-time · Oct 2024 – Present · Reno, NV · Hybrid

    1. Technical Artist

      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.
    2. Associate Technical Artist

      Shaders, particles, and Unity tooling for shipped casino titles, growing into the team's Maya and rigging point of contact.

  2. Trash Pandamonium key art

    Technical Artist / Bucket Under a Bucket, LLC · Trash Pandamonium, capstone project

    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.

About me

Portrait of Brayan Fernandez

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