About Me

I'm VKint, a game developer and Technical Artist who thrives in high-pressure, time-constrained environments. I've shipped 20+ game jams, each one a crash course in rapid prototyping, technical problem-solving, and creative adaptation.

My approach: build exactly what's needed, iterate fast, and don't over-engineer. Whether it's implementing shader effects in Unreal, designing narrative systems in Unity, or optimizing AI training pipelines at Meta, I focus on solutions that work under real constraints.

Currently based in Thailand, actively developing game projects and expanding skills in Godot, procedural systems, and shader development.

Experience

Meta FAIR Labs

Technical Artist · March 2023 - June 2025

Co-authored PARTNR benchmark (NeurIPS 2024) by building dataset infrastructure for embodied AI research. Developed pipeline tools and QA systems that processed 18,000+ 3D assets across 211 scenes, reducing iteration time from 10min to 5min per asset (~1,500 hours saved). Created region annotation systems adopted as team standard. Built custom Blender addons that reduced articulated asset workflow from 15+ manual steps to 2-button operation. Upgraded 211 scenes with PBR textures in 30 days for Habitat 3.0 rendering engine.

Worcester Polytechnic Institute

Unity Developer · July 2022 - March 2023

Developed and optimized a Unity-based mobile app for teaching statics, a key concept in Mechanical Engineering. Revamped core gameplay logic for 10+ levels. Engineered robust physics simulations showcasing mechanical joint interactions. Refactored UI scaling across 16+ dynamic scenes, ensuring a responsive and consistent user experience across various screen sizes.

MassDiGI at WPI

Lead Artist & Intern · January 2020 - September 2022

Launched Merge Surge on iOS and Android as Lead Artist, establishing artistic direction and leading the team in executing it. Modeled, textured, rigged, and animated 3 enemy types, 2 boss enemies, towers and visual upgrades. Animated and edited the game trailer. Also worked on Triage Medical Simulator in collaboration with Yale University, creating 20+ environmental assets. Contributed to Bloom Blast as a programmer, balancing levels and implementing the modular level setup system.

Philosophy

Game jams taught me that constraints breed creativity. When you have 72 hours to ship a playable game, you learn to cut scope ruthlessly, identify the core experience, and execute without hesitation. This mindset carries over to everything I build.

At Meta FAIR Labs, I learned that good infrastructure is invisible - the best tools don't announce themselves, they just make the impossible possible and the tedious automatic. That philosophy carries into everything I build.

I build tools when existing solutions are bloated or inefficient. Fast iteration beats perfect automation. Ship first, polish later. Make it work under pressure, then make it better.

Technical Focus

Unity Unreal Engine C# Blueprints Shaders Level Design Rigging & Animation Python Godot Blender

Get In Touch

Available for remote pipeline engineering and technical art roles. Specialized in 3D asset pipelines, Python tooling, and realtime rendering engine workflows.