About

Technical Artist specialized in UE5, focused on materials, procedural systems and tools.

I’m a Technical Artist with a background that spans over 20 years in the CGI industry, from feature films and TV to AAA games.

My work focuses on building systems that scale: materials, procedural workflows, and tools that allow artists to move faster without sacrificing quality. I sit at the intersection of art and engineering, translating visual goals into robust, production-ready solutions.

In recent years, I’ve been working extensively with Unreal Engine 5, developing biome systems, PCG workflows, and tools for asset validation and pipeline efficiency.

I’ve contributed to multiple shipped titles across PC, console, and VR, working closely with art and engineering teams to solve problems, optimize performance, and improve production workflows.

What drives me is solving complex problems in a way that feels simple to the end user.

If you’re looking for a Technical Artist or want to discuss a project, feel free to reach out.
mhervas.3d@gmail.com
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