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ABOUT ME

Hi, I'm Pimpaka, also known as Pim or Pimpakkard. I completed a high school specialized computer course and pursued a game production degree at the University. Over the past six years, I have made numerous projects, showcasing my interests such as illustrations, animations, environment art, technical art, shaders, and more. Currently, my focus lies in technical art, animations, and environment art aspects of game development. Rather than confining myself to a specific role label, I'm flexible to adapt to any role in art since my aspiration is to create stunning visuals for games. Although in the past projects, I felt like engaging surface-level in the game production, I am keen on delving deeper to enhance my skills.

These are my hamsters, they are nothing relevant to game development but I want to show since they're my emotional support.

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BIBBLE

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MUFFIN

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SKILLS & COMPETENCIES

  • Understand the 3D assets creation pipeline for games, involving topology, UV, and texture optimization, using vertex color, importing to the game engine, and employing other various techniques.

  • Understanding the 3D environment creation pipeline, including the creation and design of concept art, environment architectural coherence, using references, attention to perspective, and making modular assets.

  • Familiar with the concept art creation pipeline or illustration process, covering compositions, perspective, color theory, character design concepts, and other various theories.

  • Collaboration between programmer, designer, and artist.

  • Proficiency with some of the built-in Unity tools, such as Cinemachine, Shadergraph, Timeline, Visual Effect graph, and Particle Effect (Shuriken), with an ability to adapt to newer tools.

  • Creating comprehensive documents, guidelines, and tutorials outlining the pipeline processes for the art team.

  • Basic understanding of editor writing and proficiency in the C# programming language.

  • Proficient with various techniques essential for creating tasteful pixelated art, involving pixelated textures, pixel animations, and stylization.

Language: TH/ENG/JP

Currently playing:

Located:

  • Bangkok, Thailand

  • twitter
  • LinkedIn
  • yt
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Full-time: 2022 ~ 2023

Contract: 2018~2022, Full-time Contract: 2022 ( 3 months )

Tools:

  • Photoshop, Illustrator, After Effect, Premiere Pro

  • Blender, Maya, Substance Painter

  • Google Sheet, JIRA

Game Engine:

  • Unity

Language:

  • C#

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EDUCATION

  • 2015 ~ 2017

    • High school Diploma, Gifted Computer Program, The Prince Royal’s College, Chiangmai, Thailand

  • 2018 ~ 2022

    • Bachelor's Degree, Innovative Digital & Design, Thammasat University, Bangkok, Thailand

  • Drafting comprehensive documentation for the team, including guidelines for Unity engine environment physics, assets preparation, and character assets preparation.

  • Providing support and collaboration with the designer, programmer, and art team to address technical issues, fix visual bugs identified in Q&A feedback, prepare scenes, materials, and assets for set dressing, identifying solutions and addressing occurring problems, as well as handling miscellaneous tasks within the Unity engine.

  • Developing tools to streamline repetitive tasks, such as Colliders management, and creating Mesh Baker Help Tools to assist artists in optimizing scenes (in collaboration with the Lead Technical Artist).

  • Working on rigged character models with external riggers.

  • Utilizing Google Sheets to facilitate asset management.

  • Using Blender to facilitate R&D involving textures preparation pipeline and character meshes during the pre-production process to assist artists.

EXPERIENCES

QUANTUMPEAK

Artist

  • Leading the whole art production pipeline in the TOGETHER OUT game project.

  • Producing animated cutscenes utilizing Cinemachine & Timeline, involving art assets pipeline, camera blocking, and keyframe blocking in accordance with the provided storyboard.

  • Creating multiple early concept art to establish the overall visual direction of the game including character design and visual mockups.

  • Put together multiple 3D environmental scenes, involving making concept art, R&D preparation of art pipeline, coordination among artists, modeling, set dressing, and lighting using Blender and Unity.

  • Using flowcharts to delegate key animations and in-between frames to facilitate collaboration between programmers and artists.

  • R&D for the art pipeline in each workflow, ensuring targeted visuals and optimizations, as well as overseeing project cleanup and documentation creation.

  • Collaboration among programmers, designers, producers, and artists, while also managing work delegation within the art team.

NANUQ

Jr.  Technical Artist

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