top of page

ANASTASIA KINZEL

SENIOR TECHNICAL ARTIST

a-kinzel@hotmail.com

 

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

  • Reducing manual work in Asset Export and Import Pipelines by up to 90% in Photoshop, Blender and Unity.

  • Programmatically Validating Assets against documented best-practices and Performance Metrics.

  • Continuously Developing new standards for Assets, Project structure, and Pipelines.

  • Profiling Build Size and reducing it incrementally with savings upwards of 50MB.

  • Proactively Communicating across many different teams and functions.

  • 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

  • Automated Character implementation process from Maya to Unity to reduce manual work and implementation errors.

  • Drastically modified Art pipelines for better performance and usability using Unity C# and Maya PyMEL. 

  • Profiled and Optimized Art Assets to ensure best quality while still exceeding Performance targets. 

  • Assisting in creating Effects and Shaders. 

  • Managed outsourcing pipelines. 

  • 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

  • Supported Artists in day to day work, troubleshooting issues in Proprietary Engine, with GitHub, with Adobe products, with tooling etc.

  • Worked to improve communication across crafts by organizing meetings, workshops, and learning sessions. 

  • Worked inside a Proprietary Engine, giving feedback, making improvements, and working through bugs.

  • Created tools in Python to aid in the production pipeline.

  • Created utility tools for myself and other Technical Artists. 

 

Technical Artist • The Pokemon Company International • Pokemon TCG Pocket

Bellevue, WA • July 2017- October 2020

  • Automated Art pipelines for processing complex Data sets for each 3D Asset.

  • Created tooling to aid in implementing hundreds of Pokemon 3D models into Unity, along with Effects, Data, Textures and Animations.

  • Worked with Artists requests to fully automate the importing pipeline for Environment Art Assets. 

  • 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.

DOWNLOADABLE RESUME

bottom of page