Epic Games Authorized Instructor Gold

TechnicalArtist

VFX, shaders, tools, environments, lighting and pipeline development in Unreal Engine. Epic Games Authorized Instructor, GOLD.

Open to contract workI usually reply within a day

Selected Work

Environments, effects, lighting and gameplay systems. All of it built in Unreal.

Environment design and lighting in Unreal Engine
AnimationLightingEnvironment
Cinematic lighting setup in Unreal Engine
AnimationLightingEnvironment
Niagara VFX system
NiagaraVFX
Environment and gameplay systems
EnvironmentGameplay Logic
Environment design
EnvironmentGameplay Logic
Cinematic sequence in Unreal Engine
AnimationEnvironmentLightingSequence

Shipped Tools

Plugins, AI systems and asset packs. All published, all with a store page you can open.

Unreal Engine plugins3

AI systems & tooling3

On the FAB marketplace9

Niagara VFX33D Environment2Game Mechanics23D Props2

Shipped Games

Titles on Steam. Horror, narrative games, and one platformer about physics.

// also on RobloxSide projects: 2 published experiences

What I Ship

Everything below has something behind it you can open right now: a store page, a listing, a course.

01

Niagara / VFX

Swarms that run on the GPU. Each species flocks differently, reacts to light and to the player, and scales down on weaker hardware instead of falling apart.

Four swarm packs on FAB, $19.99–$34.99

02

Tools & Pipeline

Editor plugins that take a build from Unreal to a store page in one click. SteamCMD and SteamPipe, Butler for itch.io, depots, channels, Steam Guard, uploads you can cancel.

Easy Steam Push and Easy Itch.io Push, both published

03

Blueprint Systems

Props that arrive with their logic already wired: combination locks, doors, triggers. Drop one in and it works. The graph is clean enough to read and learn from.

Interactive Padlock Pack, plus a free sample listing

04

Lighting & Cinematics

Lumen, volumetric fog, cutscenes in Sequencer, colour grading. This went through a narrative game that shipped, not a test scene.

D.V. Ex Agent — 81% of 31 Steam reviews

05

Shipping Games

Five titles of my own on Steam: horror, narrative, a physics platformer. Three are out, two are announced. Store pages, builds and patches included. Around fifteen more games I had a hand in.

Steam: three released, two upcoming

06

AI for Gamedev

An AI co-developer that lives inside Roblox Studio and performs 60+ actions on its own. A local wrapper around Stable Audio for game-ready sound. An MCP server that lets an assistant drive Unreal.

Genesis (live), Stable Audio Insight (open source), Logos

07

Engine & Language

A visual-novel engine written from scratch, and a language to go with it. Building one is the fastest way I know to stop treating a commercial engine as a black box.

Nyxtale and Nyx, in development

08

Teaching

Workshops, mentoring and breakdowns, for people opening the editor for the first time and for studios. All of it comes off projects that shipped.

Epic Authorized Instructor GOLD · 11.4K subscribers

About Me

Oscar Lumiere — Technical Artist

Oscar LumiereGeneralist Technical Artist · Tessermind

I'm a Generalist Technical Artist building pipelines that make game development faster, prettier, and more efficient.

My journey into gamedev started in the early 2000s with map editors, and it never stopped. Today I specialize in Unreal Engine — from materials and Niagara VFX to Blueprint systems and Python-based tooling. I bridge the gap between art and engineering.

As an Epic Games Authorized Instructor (GOLD), I lead a developer community of 1,000+ members and run workshops for both beginners and seasoned professionals. I've shipped multiple titles on Steam.

Unreal Engine 5VFX / NiagaraHLSL ShadersBlueprintsPython ToolsPipeline DevLightingEnvironment Art

Engine & Language

Side work at a lower level: my own engine and my own language, both written from scratch.

EngineIn Development

Nyxtale

A visual-novel engine of my own, written from scratch for narrative and story-driven games.

LanguageIn Development

Nyx

A programming language I designed and implemented myself. My own take on syntax, tooling and runtime.

Get in Touch

Open to collaborations, contract work, and interesting projects.

01

Contract

Technical art on a project: VFX, shaders, lighting, environments. A sprint or a full production cycle.

02

Tooling

A one-off tool or pipeline task: a plugin, a Python step, a build-and-publish routine.

03

Consulting

A session with your team on Unreal: performance, pipeline, or getting people up to speed.

Open to contract workI usually reply within a day

[email protected]

Portfolio, rates, CV. Ask and I'll send whatever you need.