Matúš
Novoveský
Tech artist with 10 years in game development, from 3D art into Tech Art. I bridge art and engineering on mobile titles: shaders, tooling, and performance work that takes scenes from 15 to 60 fps without losing the look.
Selected work
/CASE STUDIES
StreamBridge
Live DCC → Unity
A live link between DCC tools and the Unity editor. Solo-built and shipped on the Unity Asset Store - custom C++ core, binary wire protocol, and native plugins for both ends.
PaintForge
Texturing Tool
Vertex painting, sculpting and prefab scatter in one Unity 6 tool - one brush engine, and no tool scripts in the shipped build.
TrainStation 3
Profiling, draw-call and shader work on a live mobile title - 15 → 60 fps on target devices with the visual target intact.
Rail Creator
Track Tool
Spline-based editor tool for laying track networks - snapping, junctions and auto-placement of meshes, no hand-placement.
Team Planning App
Multi-user swimlane planner for the art team - people as rows, days as columns, draggable man-day tasks, absences and milestones, shared live in the browser.
Seaport
Pipeline Automation
Led the art side of sunsetting Seaport - automated the asset pipeline so recurring art work takes near-zero artist time.
What I do
Shaders & VFX
Custom HLSL shaders and effects built for mobile GPUs - holding the visual target inside the frame budget.
Pipelines & tooling
Unity and DCC tooling that speeds up the art team's daily workflow, plus asset budgets and pipeline standards between art and engineering.
Optimization & profiling
Profiling and draw-call work on live mobile titles - performance without visual compromise.
I build tools, pipelines and real-time solutions that empower artists and improve games.
Game technical artist with a strong background in pipeline development, shader creation, optimization and DCC tools - with a 3D art background, so performance work never costs the look the art team signed off on.