Skinning for live items, VO generation, Rigging and custom python tools for Lumberyard engine
Technical Artist · Game Developer · Procedural Artist
Hi, I'm Ioan-Andrei Nistor. I love improving workflows, problem solving, procedural content and real-time visuals. I have proven track record developing tools, destruction systems, and gameplay systems/solutions while mentoring teams and establishing best practices.
Preferred Stack
3ds Max
Snowdrop
Lumberyard
Skinning for live items, VO generation, Rigging and custom python tools for Lumberyard engine
Built destruction workflows, Houdini tools, and gameplay-integrated visual systems for production.
Expansion-focused content support with tool and workflow contributions for live production.
Technical-art ownership for reusable environment and gameplay workflows, with production tooling that sped up team iteration.
Checking in-engine content
Helped maintain launch quality by testing mission and systemic content, reproducing issues, and driving clear reporting loops.
Provided QA support for DLC content with focused testing passes, stability verification, and developer-facing bug documentation.
Supported production quality with hands-on QA validation, regression checks, and detailed issue reporting across gameplay features.
QA
Contributed to gameplay and content quality through QA coverage, bug triage, and close collaboration with development teams.
Warning: This is a fan made environment
Recreation of the God of war Mystic Gateway interaction animation using Houdini
A tool created in Python to help with the scene composition, it displays a grid, “squint test” by blurring and quick mirroring.
A simple TO-DO system inside Houdini using Python, designed for notes and team feedback.
A toast notification tool for Houdini that alerts you when nodes finish cooking.
Visual status tracking for assets directly inside the Unreal Engine Content Browser and viewport.