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Dario VisaggioDV

Dario Visaggio

Senior Technical Artist

€250/day
Trieste, IT
15+ years

Average response time: 1 hour

About Dario

  • English

    Native or bilingual

  • Italian

    Native or bilingual

Remote only
Primarily works remotely

Experience

  • TomTom International BV
    Senior Technical Artist
    January 2025 - August 2025 (7 months)
    Amsterdam, Netherlands
    Automotive Rendering & Engine Integration (Unity)
    Render Pipeline Optimization: Engineered custom HLSL shader pipelines for embedded automotive displays, ensuring high fidelity visuals (Bloom, PBR) within strict millisecond-per-frame budgets. Engine Integration: Led the technical integration of navigation SDKs into Unity, ensuring seamless deployment across diverse platforms (PC, Mobile, WebGPU) and ensuring stability for OEM partners. Technical Support: Served as the primary technical liaison for client engineering teams, debugging complex rendering artifacts and optimizing draw calls for in-car hardware. (Support)
    AAA Production Support: Contributed to asset optimization and rendering consistency for major IPs (e.g., Cyberpunk 2077), adhering to rigorous quality standards and proprietary engine workflows.
    Cross-Engine Versatility: Delivered custom VFX and shader solutions across both Unreal Engine (4/5) and Unity (URP/ HDRP), ensuring visual parity across platforms. Rapid Prototyping: Utilized C++ / C# and Blueprints to rapidly prototype gameplay mechanics, facilitating quick iteration cycles for design teams.
  • Magic Media / Starloop Studios
    Senior Technical Artist
    VIDEO GAMES AND ANIMATION
    December 2023 - January 2026 (2 years and 1 month)
    Dublin, DN, Ireland
    At Magic Media, I have been responsible for designing and implementing core rendering, animation, and asset optimization systems for projects across multiple platforms, from high-end PC and console titles to mobile-optimized experiences. My work focuses on bridging artistic vision and technical performance, ensuring every feature is both visually compelling and highly optimized.

    Architected a modular HLSL shader framework, consolidating shader variants by 40%. This significantly reduced build times and improved rendering throughput while maintaining AAA visual fidelity and meeting strict performance budgets across diverse hardware targets.

    Designed and implemented a GPU-driven particle system for mobile, capable of rendering 100,000+ particles at 60 FPS on mid-range devices. This allowed for console-quality VFX in mobile projects without exceeding memory or bandwidth constraints.

    Developed a procedural animation system with custom IK solvers, cutting manual animation workload by 30%. This system empowered animators with faster iteration cycles, enabling more creative experimentation while maintaining production efficiency.

    Built a scalable asset optimization pipeline and streaming performance, and streamlined live-service update delivery for both QA and production teams.

    Specialized in Vertex Animation Textures (VAT) and advanced baking workflows integrating fluid simulations, destruction sequences, and crowd animations into real-time engines. By baking high-complexity animations into optimized textures, I enabled cinematic-quality effects at a fraction of the runtime cost, ensuring both performance stability and visual richness.

    Led the integration, assembly, and validation of game assets from external and internal teams, including import/export pipelines, LOD creation, material assignment, physics setup, and performance profiling. Ensured that all assets met visual, optimization, and platform compliance standards before production deployment.
  • Nine Worlds Studios (Kalypso Media)
    Senior Technical Artist
    January 2020 - January 2021 (1 year)
    Munich, Germany
    AAA Pipeline Development: Spearheaded technical art workflows for the Tropico franchise, leveraging Unreal Engine 5 to modernize asset pipelines and rendering standards. C++ & Blueprint Architecture: Designed and implemented core gameplay systems using C++ and Blueprints, bridging the gap between game design requirements and engine performance constraints. Shader Engineering: Developed complex master materials and VFX shaders, optimizing instruction counts to maintain target frame rates on console and PC platforms. Performance Profiling: Conducted routine profiling (CPU/GPU) to identify bottlenecks in large-scale simulation scenarios, implementing data structure optimizations to improve scalability.

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Education

  • Master in Computer Graphics
    BigRock (Institute of Magic Technologies)
    2010
    Master in Computer Graphics
  • Scientific Degree
    I.T.A.S. Grazia Deledda
    Scientific Degree

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