Hire · 3D Pipeline Engineer
Hire a 3D Pipeline Engineer
I build production pipelines for 3D game development, concept to engine integration in Unreal, Unity and Roblox, plus the AI tooling that makes those pipelines move faster. Graphic designer turned 3D engineer: 12 years professional, 5 in real-time 3D, self-taught. Track record: cut Moonsama character production from two weeks to five days, reduced 3D model production cost by 60%, shipped a Roblox game solo in two weeks on a stack I built from scratch.
Stats that anchor this work
- Professional · 5 in real-time 3D
- 12 yrs
- Moonsama per-character cycle cut
- 2w to 5d
- Production cost reduction at Moonsama
- 60%
Case studies that anchor this work
Game Dev
Smashline
100-player arena combat game on Roblox. Designed, built, and shipped solo in two weeks on my own pipeline and AI tooling.
Game Dev
Omni Avatar
Cross-engine avatar identity layer. Founder & CEO. MVP shipped, seed-funded across two six-month milestones, paused on ecosystem shift.
Character
Moonsama — EXO Character System
Game-ready character system for Moonsama's EXO universe: base model plus modular apparel, footwear, and headwear. Per-character cycle cut from two weeks to five days, off a reusable pipeline I built.
Environment
Seedworld — Environment
Modular environment work for Seedworld at Seedify. Pipeline solving texel density and draw-call issues for large environment assets.
What I’d bring to your team
- Shippable pipelines built under deadline (Smashline solo in 2 weeks, Voldex helmet system in ~14 hours).
- Studio-scale rule-setting (Seedworld texel-density and draw-call discipline, Moonsama EXO modular system).
- The same pipeline thinking applied across Unity, Unreal and Roblox projects.
Open the conversation
Need a 3d pipeline engineer? Send a role or project brief and I’ll tell you honestly whether I’m the right fit. Available for select full-time roles and contract work.