ANASTASIA KINZEL
SENIOR TECHNICAL ARTIST
Proactive and communicative Senior Technical Artist focused on Pipeline Automation. With over 10 years of experience and expertise in; C#, Unity, PyMEL, Maya, Python, Blender, JavaScript, Photoshop, Illustrator, Git, Perforce, Mudstack, Figma, and Claude Code.
Recent Occupational History:
Senior Technical Artist • Metacore • Merge Mansion
Helsinki, Finland • November 2024- Present
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Reducing manual work in Asset Export and Import Pipelines by up to 90% in Photoshop, Blender and Unity.
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Programmatically Validating Assets against documented best-practices and Performance Metrics.
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Continuously Developing new standards for Assets, Project structure, and Pipelines.
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Profiling Build Size and reducing it incrementally with savings upwards of 50MB.
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Proactively Communicating across many different teams and functions.
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Acting as a main support for Training, Troubleshooting, Bug Fixing, and adoption of new Technologies.
Technical Artist • Snowprint Studios • Tacticus
Berlin, Germany • August 2022- November 2024
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Automated Character implementation process from Maya to Unity to reduce manual work and implementation errors.
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Drastically modified Art pipelines for better performance and usability using Unity C# and Maya PyMEL.
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Profiled and Optimized Art Assets to ensure best quality while still exceeding Performance targets.
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Assisting in creating Effects and Shaders.
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Managed outsourcing pipelines.
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Worked with the automated rendering pipeline using various Maya plug-ins, and AWS.
Technical Artist • KING • Candy Crush Saga
Berlin, Germany • November 2020- July 2022
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Supported Artists in day to day work, troubleshooting issues in Proprietary Engine, with GitHub, with Adobe products, with tooling etc.
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Worked to improve communication across crafts by organizing meetings, workshops, and learning sessions.
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Worked inside a Proprietary Engine, giving feedback, making improvements, and working through bugs.
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Created tools in Python to aid in the production pipeline.
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Created utility tools for myself and other Technical Artists.
Technical Artist • The Pokemon Company International • Pokemon TCG Pocket
Bellevue, WA • July 2017- October 2020
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Automated Art pipelines for processing complex Data sets for each 3D Asset.
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Created tooling to aid in implementing hundreds of Pokemon 3D models into Unity, along with Effects, Data, Textures and Animations.
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Worked with Artists requests to fully automate the importing pipeline for Environment Art Assets.
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Worked with Programmers to ensure best practices were followed to ensure best Performance outcomes possible..
Education:
BFA in Video Game Development • Academy of Art University
San Francisco, CA • June 2010- May 2016
Focus on Technical Art, Tool Design, Programming, and VFX.
