About
Ryota Unzai
Technical Artist | 10+ Years in the Game Industry
I am a Toronto-based freelance Technical Artist with over 10 years of experience in the game industry. I work fully remotely with clients in Japan and internationally, supporting game development teams across different regions and production environments. Over the past decade, I have primarily contributed to AAA console game development, while also gaining experience in PC and mobile titles. My work focuses on tool and pipeline development, alongside background asset modeling, UX/UI design, and integration between DCC tools and game engines, including proprietary engines and Unreal Engine 5. I have also supported production teams by improving task management and workflow organization using tools such as JIRA, helping teams maintain clarity and efficiency throughout development.
My Approach
Rather than simply building tools, I focus on understanding where and why production slows down, and how workflows can be improved without increasing the burden on artists or developers. I specialize in designing systems and pipelines that are practical, scalable, and proven in real production environments, even on large-scale AAA projects.
Core Principles
As a Technical Artist, I work with the following principles in mind:
- Creating the right environment
- Keeping solutions simple
- Identifying the core problem
- Finding joy in the process
While these principles may sound abstract, they serve as concrete guidelines in how I break down problems, support teams, and design pipelines intended for long-term use. They help me stay focused on what truly needs to be solved, and on finding solutions that are realistic and sustainable for production teams working under high quality standards and complex requirements.
Working Together
Depending on the project scope and development phase, I work closely with teams to identify the most effective approach to problem-solving and provide hands-on support through implementation. My goal is to deliver solutions that fit naturally into existing workflows while improving both efficiency and overall production quality.
TOOLS・SOFTWATES・FRAMEWORKS
Main
Maya (10+ years)
Substance 3D Designer (3-5 years)
Houdini (1-3 years)
Unreal Engine 5 (10+ years)
Python (10+ years)
Scrum (7-10 years)
GitLab/Hub CI/ CD (1-3 years)
Qt / PySide (10+ years)
OpenMaya (3-5 years)
Experience
Substance 3D Painter [Tool Dev] (3-5 years)
内製エンジン (5-7 years)
UXPin (1-3 years)
WPF [C# / Iron Python] (1-3 years)
Photoshop (10+ years)
Illustrator (10+ years)
Premiere Pro Extension (1-3 years)
Flow Production Tracking (1-3 years)
Skills & Areas of Expertise
Tool Development & Automation
I develop tools and scripts primarily using Python, targeting real-world production environments such as Maya, Substance, and Unreal Engine (UE5).
My strength lies in designing and implementing tools that reduce artists’ workload and friction in day-to-day production, rather than creating one-off utility scripts.
In particular, I place strong emphasis on:
- Alignment with existing workflows
- Clear operational rules and ownership
- Long-term maintainability and handover within teams
My goal is to build tools that continue to be used reliably in production environments, not just technically “working” solutions.
Pipeline Design & Workflow Optimization
I have extensive experience designing and improving pipelines, mainly for environment and background asset production.
By organizing the data flow from DCC tools to the game engine, I focus on questions such as:
- Where errors are most likely to occur
- Which steps should be automated
- Which decisions should remain manual and artist-driven
This approach allows me to balance production efficiency and asset quality, even in AAA-scale development environments, with an emphasis on stable, long-term operation.
DCC & Engine Integration
I design robust integration between Maya, Substance, and Unreal Engine, including:
- Import rules and asset validation
- Naming conventions and structural standards
- Low-level processing using Python and OpenMaya (C++)
All integration work is done with the goal of allowing artists to focus on creation, without being constrained or disrupted by tools or technical specifications.
Procedural Modeling & Texturing
I also support procedural approaches to modeling and texturing, focusing on rule-based design and reusability.
By systematizing workflows that normally require repeated trial and error, I help teams iterate more efficiently and consistently.
Houdini is an area I am continuously developing, transitioning from foundational knowledge toward full production-level application.
Development Process & Project Support
In addition to technical work, I actively support development processes and project execution, including:
- Agile development (Scrum / Kanban)
- Task tracking and production support using JIRA
I hold the following certifications from Scrum Inc.:
- Certified Scrum Master (CSM)
- Certified Scrum Product Owner (CSPO)
Rather than applying Scrum frameworks rigidly, I focus on practical adaptation based on:
- Team size and project phase
- How far sprints and reviews should realistically be applied
- Sustainable processes for both artists and engineers
- Continuous improvement without disrupting active production
As a Technical Artist, I value identifying blockers from both technical and process perspectives, creating an environment where teams can stay focused on making great content.
Additional Experience
Refactoring and reorganization of existing tools and pipelines
Development of Adobe extensions (After Effects, Premiere Pro)
Events, Talks & Teaching
Instructor / Lecturer
Osaka Animation, Voice Acting & eSports College
Part-time Lecturer
(February 2020 – March 2021)
Focused on practical production workflows and industry-oriented skills
Delivered regular lectures and special seminars
Interviews
Ideas and Ingenuity: Behind Capcom’s In-House RE ENGINE Tools For Dragon’s Dogma 2
Interview article on tool development and creative problem-solving for Capcom’s open-world title Dragon’s Dogma 2, focusing on ideas and technical innovation within the RE ENGINE.
Talks & Speaking Engagements
GGLT (Late 2019)
Lightning Talk Event for Game Developers
– Short-form talk sharing production and technical insights with fellow game developers.
Osaka Substance Designer Study Group
– Presentation focused on Substance Designer workflows and practical usage in production.
Publications
Creative Graffiti 201806
3DCG Tools & Visual Production Technical Book, Vol.5
– Contributing writer, sharing practical knowledge related to 3DCG tools and production workflows.
Work Inquiries & Project Requests
For project inquiries or general questions, please reach out via the contact form below.
I usually reply within three business days.