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






Plugins, AI systems and asset packs. All published, all with a store page you can open.
Unreal Engine plugins3

Builds and ships to Steam in one click, straight from Unreal. No more running SteamPipe by hand: configure, package, push, confirm on Steam Guard, all without leaving the editor.

The same thing for itch.io, through the official Butler CLI. API key or password, channels and versions, live upload progress, all from the editor toolbar.

Converts a scene full of separate Static Mesh Actors into instanced ones in a click, and back again if you change your mind. Written as an Editor Utility Widget plus a Python script, so there is nothing to compile.
AI systems & tooling3

An AI co-developer that lives inside Roblox Studio. Describe a game in plain words and Genesis builds it: parts, models, UI, terrain, lighting. Then it writes the Luau to run it and refactors it when you change your mind.

A local Windows app built around Stability AI's Stable Audio Open 1.0. Type what you need and it makes game-ready sound effects and music sketches. Runs offline, nothing goes to a cloud.
A Model Context Protocol server for Unreal. It opens the editor to AI assistants so they can look through a project and drive the engine themselves: query assets and actors, run editor actions, automate the boring parts in plain language.
On the FAB marketplace9
Niagara VFX33D Environment2Game Mechanics23D Props2









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

First-person adventure horror with puzzles, RPG elements, and a poly-antagonism system. A punk rock singer trapped in a fantastical world.

Narrative walking simulator with horror elements set in the post-Soviet era. A government agent with amnesia reconstructs his past.

Adventure platformer investigating an abandoned high-tech entertainment complex. Gravity gun, scientific puzzles, and retro mini-games.

Foddian climbing platformer with triple jump mechanics. Every mistake sends you back to the start. Online co-op support.

Psychological horror inspired by real manifestations of mental disorders. Voice-controlled gameplay and psychedelic environments.

Five-player co-op about keeping your bus running, and not eating your friends. Steam page is live, release set for 3 November 2026.
Everything below has something behind it you can open right now: a store page, a listing, a course.
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
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
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
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
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
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
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
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
42 videos, 11.4K subscribers. Optimization, rendering, pipeline. The same material I teach in workshops.
18:00ПОЛНЫЙ ПАЙПЛАЙН РАЗРАБОТКИ ИГРЫ В ОДИНОЧКУ
16:00Подходы к созданию ИГР на Unreal Engine
12:44Unreal Engine 5 — советы по оптимизации сцены
12:03МОДЕЛИРОВАНИЕ В UNREAL ENGINE 5
14:32НЕ ДЕЛАЙ так, создавая СВОЮ ИГРУ
48:00ИДЕАЛЬНАЯ ОПТИМИЗАЦИЯ СЦЕНЫ

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.
Side work at a lower level: my own engine and my own language, both written from scratch.
A visual-novel engine of my own, written from scratch for narrative and story-driven games.
A programming language I designed and implemented myself. My own take on syntax, tooling and runtime.
Open to collaborations, contract work, and interesting projects.
Technical art on a project: VFX, shaders, lighting, environments. A sprint or a full production cycle.
A one-off tool or pipeline task: a plugin, a Python step, a build-and-publish routine.
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.