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Liam Van Bastelaere
Liam Van Bastelaere
Senior Technical Artist
Warszawa, Poland

Summary

Senior Technical Artist focused on optimisation in real-time VFX systems, shader development, and scalable tooling within Unreal Engine.
I build infrastructure that enables studios to operate efficiently at scale; developing custom Unreal Engine plugins, automation frameworks, asset management integrations, and optimisation pipelines tailored for high-performance production. My work spans geometry processing, performance capture automation, build orchestration, and pipeline modernisation.

Skills

Python ScriptingC++ (UE plugin & Slate development)Unreal Engine Tooling & AutomationBuild Systems (Gauntlet, BuildGraph, Horde)DCC Pipeline & Asset ManagementHoudini simulation and destructionHoudini Procedural AssetPhotographyRigging

Software proficiency

Unreal Engine
Unreal Engine
Houdini
Houdini
Python
Python
Visual Studio
Visual Studio
Blender
Blender
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Lightroom
Lightroom
Illustrator
Illustrator
Helix Visual Client (P4V)
Helix Visual Client (P4V)

Productions

    • Video Game
      Reach
    • Year
      2025
    • Role
      Core technology support: Senior Technical Artist |
    • Company
      nDreams Ltd
    • Video Game
      Wreckin' Raccoon
    • Year
      2025
    • Role
      Core technology support: Senior Technical Artist |
    • Company
      nDreams Ltd
    • Video Game
      Frenzies - Early access
    • Year
      2024
    • Role
      Core technology support: Technical Artist |
    • Company
      nDreams Ltd
    • Video Game
      Ghostbusters: Rise of the Ghost Lord
    • Year
      2023
    • Role
      Technical Artist |
    • Company
      nDreams Ltd
    • Video Game
      Synapse
    • Year
      2023
    • Role
      Additional development: Technical Artist (Porting tools developed for previous games) |
    • Company
      nDreams Ltd
    • Video Game
      Fracked
    • Year
      2021
    • Role
      Special Thanks - Graduate Technical Artist |
    • Company
      nDreams Ltd

Experience

  • Senior Technical Artist at nDreams Ltd - Elevation studio (Contracted through Coeusosis Sp. z o. o.)
    Warszawa, PL
    February 2026 - Present

    Working on an upcoming unanaunced vr game

    - VR level geometry & material optimisation automation.

    - Automated performance capturing with Gauntlet, buildgraph and Horde.

    - Simplygon optimisation pipeline integration.

  • Senior Technical Artist at nDreams Ltd - Shared Tech Group (Contracted through Coeusosis Sp. z o. o.)
    Warszawa, PL
    February 2025 - February 2026

    - Development teams support with building custom shared tooling & engine customisation.

    - Custom bulk merge tooling overhaul for UE5 and its new world-building systems.

  • Technical Artist at nDreams Ltd - Shared Tech Group
    Farnborough, GB
    October 2023 - December 2024

    - Development teams support with shared tooling & engine customisation.

    - Switching the asset management system from custom to ShotGrid. Building UE5 and Jira integrations for ShotGrid.

    - MetaHuman workflow setup for Quest-ready custom characters.

  • Technical Artist at nDreams Ltd - Farnborough studio
    Farnborough, GB
    June 2022 - October 2011

    - Automated build processes for merge tooling and light bakes on build machines for Ghostbusters: Rise of the Ghost Lord and Synapse.

    - UE4 Material and VFX optimisations for Ghostbusters: Rise of the Ghost Lord on VR Quest 2.

    - Mentoring a graduate technical artist during Ghostbusters, introducing them to common optimisation methods and profiling techniques.

  • Junior Technical Artist at nDreams Ltd - Farnborough studio
    Farnborough, GB
    June 2021 - September 2022

    - world-building optimisations, including level streaming solutions for low CPU and memory costs.

    - Custom asset management system development for Maya (Python).

  • Graduate Technical Artist at nDreams Ltd - Farnborough studio
    Farnborough, GB
    February 2021 - June 2021

    Internship

    - Following the project release of Fracked.

    - Planning pipeline tooling and workflow for Ghostbusters, and gathering requirements and UI mockups for the Asset management tooling.