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Filip Renemark

Technical artist with a love for systems

Procedural work, shaders and tools, brewed with SOLID principles, DRY leaves and a hint of green tea.

Drive around town and park in front of a screen to watch a project.

or press any key · drive with WASD

Clients & collaborators

Who I have worked with

  • Filip is an outstanding person and a strong asset to any team he’s part of. Over six months working together on my project, he proved reliable, proactive, and solution-driven.

    Michael TattershallProject Lead & Programmer
  • Filip is absolutely amazing, very detailed and ensures that projects line up perfectly with my vision.

    Burrito BanditProject Lead
  • He’s fast and great, always delivers what you ask. Really good person and strong 3D artist.

    IBOCreative Director

Tools

  • Unreal Engine
  • Unity
  • Godot
  • Houdini
  • Maya
  • Substance Painter
  • HLSL
  • C#
  • C++
  • Python

Selected projects

Work

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Hello!

About

Technical artist. I build procedural tools, shaders and rigs.

I sit between art and code: making the pipelines, materials and tools that let a team move faster and keep a look consistent. Most of my work starts as a Houdini network or a shader graph and ends up as something an artist can use with a few sliders.

I like clean systems, small reusable pieces and a good cup of matcha while they compile.

  • Technical Art

    Procedural generators, vertex animation textures, rigs and the tools that connect DCCs to the engine.

  • Art

    Characters, props, materials and mood: lighting, Substance Designer and stylised looks.

  • Programming

    C# in Unity, C++ with OpenGL, and tools, AI and systems in between.

CV

The short version of everything above, with dates and details.

WASD Drive
Space Drift
Shift Nitro