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Antonis FortAF

Antonis Fort

Technical Artist - Houdini | Shader

€350/day
Paris, FR
0-2 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Antonis

Hello and welcome,
Passionate about technology serving the image, I am a Technical Artist specializing in procedural generation and shader development for real-time.
My background reflects my curiosity: after several years in accounting, I chose to reorient myself towards digital creation. Largely self-taught on Houdini in my early days, I then followed intensive training in South Korea before specializing in Tech Art at LISAA Paris. I am used to learning on my own, digging into documentation, and finding technical solutions wherever they are.
Today, I enjoy solving optimization puzzles and building tools that concretely make artistic teams' lives easier.
What I do daily:
- Procedural Tools: Development of scripted generators (Houdini Digital Assets) in VEX to automate the creation of environments or vegetation (like my ArboGen tool), with integration of collisions and deformations.
- Shaders (HLSL / GLSL): Programming custom materials in Unreal Engine 5 (Custom Nodes) to achieve specific renders or stylized effects, while maintaining control over the code for greater flexibility.
- Pipeline & Optimization: Improving real-time performance and creating technical bridges between art direction and the game engine (Blueprints, basics in C++ and Python).
I pay particular attention to the clarity of my node architectures and the cleanliness of my code, so that my tools are easy for artists to pick up.
You can find demonstrations of my generators and detailed technical breakdowns on my portfolio: Looking forward to discussing your technical challenges and future projects!
Antonis
  • French

    Native or bilingual

  • English

    Fluent

  • Japanese

    Basic

Can work on-site
Paris (up to 50km)

Experience

  • LISAA
    Sinnaya
    VIDEO GAMES AND ANIMATION
    October 2025 - Today (8 months)
    Paris, France
    Lead Technical Artist on the Sinnaya project on Unreal Engine 5.6. My main role was to create the tools, shaders, and handle optimization/performance. The majority of the tools were developed in Houdini in HDA format (Houdini Digital Assets) as well as in Blueprint. It was also necessary to adapt the shaders to the exported meshes, in which we stored information such as vertex colors, to allow for rapid iteration of our operations/R&D.
    Houdini Shaders Technical Art Blueprint Unreal Engine 5

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Education

  • Video Game Bachelor - Technical Art Specialization
    LISAA – The Higher Institute of Applied Arts
    2026
    Bachelor Jeu Vidéo - Spécialisation Technical Art

Certifications

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