Ivan Leon
Ivan Leon
Senior Technical Artist
Redmond, United States

Summary

Senior Technical Artist and technical leader with AAA experience at Halo Studios and Ubisoft. Owns real-time graphics, material pipelines, and artist-facing tools, pairing hands-on C++/Slate and shader development with cross-team performance optimization. Leads technical artists, establishes production standards, and builds team capability through mentorship, artist training, and practical AI-assisted workflows.

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Skills

ShadersPerformanceHLSLPythonUE5Character ModelingCreature ModelingEnvironment ModelingTexturingc++

Software proficiency

Maya
Maya
Houdini
Houdini
Blender
Blender
ZBrush
ZBrush
Gaea
Gaea
3DCoat
3DCoat
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Snowdrop
Snowdrop
Unity
Unity
PIX
PIX
RenderDoc
RenderDoc
Visual Studio
Visual Studio
C++
C++
Python
Python

Productions

    • Video Game
      Halo Campaign Evolved
    • Year
      2026
    • Role
      Graphics Technical Artist
    • Company
      Halo Studios
    • Video Game
      Star Atlas
    • Year
      2025
    • Role
      Senior Technical Artist
    • Company
      Star Atlas
    • Video Game
      XDefiant
    • Year
      2024
    • Role
      Mid - Senior Technical Artist
    • Company
      Ubisoft
    • Commercial / Advertisement
      Weber Grill AR Experience
    • Year
      2022
    • Role
      Technical Artist
    • Company
      Next/Now
    • Commercial / Advertisement
      Boston Children's Hospital Interactive Experiance
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Next/Now
    • Commercial / Advertisement
      Morton Salt AR Experience
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Next/Now
    • TV Production
      Michelin Virtual Production Launch
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Next/Now
    • Commercial / Advertisement
      S&C ELECTRIC_MIXED REALITY
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Next/Now

Experience

  • Graphics Technical Artist at Halo Studios
    Remond, US
    November 2025 - Present

    •Owned planetary rendering and authoring workflows, developing planet and halo ring atmosphere ray marchers, skyboxes, and Blueprint-driven lighting tools.

    •Built C++/Slate material tools for Unreal Engine 5, combining browsing, lighting previews, permutation and Nanite diagnostics, Data Validation, and headless audits.

    •Optimized shield FX, post-process shaders, texture usage, and character/weapon Blueprint logic, simplifying algorithms to improve runtime performance while preserving visual quality.

    •Embedded with VFX during final production to resolve content bugs and CPU/GPU issues across first-person, third-person, split-screen, and networked gameplay.

    •Authored cross-team material standards and artist training resources; helped define outsourced-content guidelines and refined artist-facing tools through feedback.

    •Guided lighting artists in adopting AI-assisted workflows and partnered with Tech Art to evaluate secure, scalable integration strategies.

  • Senior Technical Artist at Star Atlas
    remote, US
    February 2025 - Present

    •Owned material-pipeline and shader development for weapons, environments, and ships across four Star Atlas projects.

    •Led a small team of technical artists in content creation and performance analysis; drove technical art direction to balance visual quality and runtime performance.

    •Built Unreal Editor Utility Widget (EUW) tools to support artist-facing content creation and material workflows.

  • Technical Artist II at Ubisoft
    Sanfransico
    June 2022 - February 2025

    •Developed and optimized character, weapon, and cosmetic shaders for a shipped AAA multiplayer title, balancing visual quality with rendering performance.

    •Standardized material and shader-authoring pipelines across departments; authored shader, performance, and onboarding documentation to support consistent implementation.

    •Led team-wide performance profiling and optimization efforts to identify rendering bottlenecks and improve development efficiency.

  • Technical Artist at NEXT/NOW
    Tech Artist
    March 2021 - June 2022

    As a tech artist I'm responsible for game asset implementation, shader development using in engine tools, VFX, rigging, and animation.

  • 3D Generalist at NEXT/NOW
    Chicago, United States of America
    July 2019 - June 2022

    I'm responsible for modeling, optimizing, texturing, implementing, and lighting assets into engine for product delivery. Assets range from props, environments, to animations, textures, etc.

  • 3D Generalist at Freelance
    Chicago, US
    January 2013 - July 2019

    Created full-pipeline assets for indie studios and brands, from concept through final render, specializing in stylized and low-poly work.