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Résumé · 2026

Luke Stilson

Lead Technical Artist

Wake Forest, NC · stilson.luke@gmail.com · 779-537-0794

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Profile

Lead Technical Artist with a multidisciplinary background in 3D art, shader and material authoring, real-time rendering, game development, and production software. Builds and maintains the workflows connecting creative teams, digital content creation tools, and game engines. Combines hands-on modeling, animation, and visual development with C#/Python tooling, runtime integration, and performance optimization.

Core capabilities

  • Cross-disciplinary art/engineering pipelines
  • Blender and procedural modeling
  • Shader/material development (HLSL, GLSL, node-based)
  • Python and C# tooling
  • Unity integration
  • Animation systems and GPU/VAT workflows
  • VFX and look development
  • Asset optimization, atlasing and compression
  • Editor and runtime systems
  • Technical leadership

Professional experience

Bad Dog Games

Dec 2024–Present

Lead Technical Artist

  • Lead technical-art workflows for real-money slot and skill-game production, connecting visual development, asset preparation, Unity implementation, and developer handoff.
  • Create and integrate polished game art, shader effects, animation, and reusable presentation systems with attention to visual quality and constrained target hardware.
  • Develop a flexible 2D shader framework with SDF-based outlines and shadows, light sweeps, gradients, color treatments, and reveal effects using per-instance controls.
  • Replace Animator-heavy content workflows with lightweight state-based animation control; improve atlas organization, texture compression, and runtime behavior.

OnChain Studios

Feb 2023–2024

Technical Artist

  • Produced art and real-time experiences for licensed properties including Disney’s Mickey and Friends, Star Wars, and Masters of the Universe.
  • Built Python and C# production tools for asset preparation, look development, performance analysis, and engine integration; collaborated across art and engineering.
  • Authored and optimized shaders, animation systems, VFX, and texture workflows for web, mobile, and desktop delivery.

Arrow International

Aug 2020–Feb 2023

Lead Technical Artist / 3D Generalist

  • Led technical-art workflow coordination across artists and developers, including pipeline decisions, documentation, and production problem-solving.
  • Modeled, animated, authored materials and VFX, and integrated game-ready content; developed Blender Python tools, Unity C# scripts, and shaders to streamline production.

ONEFIRE

Jul 2017–Jan 2020

3D Generalist / Gameplay Programmer (Contract)

  • Helped design and build AR, VR, and mobile experiences in Unity and Unreal, contributing gameplay, 3D assets, shaders, materials, UI, and audio.

Earlier experience: Float — Designer (2017–2018); The Iona Group — Animator / Front-End Developer (2017–2018).

Selected independent projects

OpenVAT

Creator / Open-source Blender Extension

  • Created a vertex-animation-texture authoring pipeline and Unity/Unreal decoders, including full-range EXR export, channel normalization, normal packing, multi-track playback, and artist-facing optimization tools.

PlushEngine

Creator / Independent Game Engine, Editor & Runtime

  • Developing a C# game engine and Avalonia editor with real-time PBR rendering, HDR/ACES, ambient occlusion, shader translation, physics integration, and Blender-inspired datablock architecture.
  • Building scene, behavior, pooling, rendering, and asset workflows informed by hands-on technical-art production.

Education

Bradley University — B.S. Interactive Media; B.S. Music | Peoria, IL | 2013–2017