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I am a Senior Procedural Technical Artist with over 20 years of experience in game development, specializing in the procedural generation of detailed locations and optimized levels. I’ve played a key role in projects like Fishing Planet and Train Planet, not only developing advanced tools for scene analysis and optimization but also creating a significant portion of the art assets and game environments to enhance visual realism and immersiveness. With expertise in Unity3D, Houdini, and AI-driven workflows, I deliver high-quality, efficient game environments for multi-platform experiences.
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