Flavio Franzin

· GAME DEVELOPER and TECHNICAL ARTIST · -remove-

Passionate about combining my programming and artistic skills, I am an experienced Technical Artist and Game Developer. Over the last 7 years, I have contributed to developing the largest 3D military training simulator for the Brazilian Army at SIS-ASTROS. As a small team member, I used many hats and worked on scripting, gameplay, graphics, tools, 3D modeling, proceduralism, and CPU/GPU optimizations.

As a Game Developer, I have experience prototyping and developing features for gameplay and graphics resources, ensuring clean, optimized, and well-structured code. I also investigate and fix performance bottlenecks to enhance the users' immersion experience.

As a Technical Artist, I reduce the artists' workload by creating tools and automated solutions to decorate scenarios procedurally. I also create optimized shaders for real-time games, ensuring a balance between visual quality and performance.

MAIN INTERESTS

  • Game Development
  • Technical Artist
  • Tools Development
  • Computer Graphics
  • Procedural Generation

EDUCATION

MSc in Computer Graphics

Federal University of Santa Maria, Brazil

BSc in Computer Science

Federal University of Santa Maria, Brazil

CONTACT

ffranzin@inf.ufsm.br
(+55) 55 99168-5461
linkedin.com/in/ffranzin
Rio Grande do Sul, Brazil


PROJECTS (SEE ALL)

Experience

Software Engineer

CAF | Brazil, RS | Contract

Contribute to developing the first Decentralized Identity Network focused on fraud prevention.

  • Leading the team (since Jun/2023);
  • Designed a scalable microservice-based P2P network;
  • Developed a face match solution capable of comparing thousands of faces — trillions of comparisons — in a few minutes, saving time compared to a previous solution that took days.
SKILLS: .NET, Database, Git, Docker, Scripting, Unit Tests, System Design, Microservices.

Nov 2021 - Present

Game Developer | Technical Artist

SIS-ASTROS | Brazil, RS | Full-time

Contribute to developing the largest 3D military training simulator for the Brazilian Army.

  • Developed many key features for the game;
  • Developed custom shaders for real-time large-scale terrains;
  • Created automated solutions to decorate the scenario procedurally;
  • Improved the overall game performance and scalability on both CPU and GPU sides;
  • Provided technical feedback to artists looking for optimized assets for real-time games;
  • Mentoring interns, fostering their professional growth.
SKILLS: Unity, C#, HLSL, Git, Compute Shaders, Shaders, Blender, Optimization, Scripting, Graphics, Unit Tests, Mentoring.

Jan 2017 - Feb 2023 • 6 yrs 1 mos

Technical Artist

SIS-ASTROS | Brazil, RS | Internship

Responsible for creating 3D models for the ASTROS (Artillery SaTuration ROcket System) battery.

  • 3D low-poly modeling, texturing, and animation of military vehicles;
  • Created custom shaders to simulate interactions with dust and mud for vehicles.
SKILLS: Unity, C#, Git, Shaders, Blender (modeling), Substance Designer.

Apr 2016 - Jan 2017 • 10 mos

Projects and Main Achievements

Some projects I’ve been involved with. Some of these were in the professional scope and others developed just as a hobby.

Game Optimizations

I investigated and fixed the performance bottlenecks, improving the overall game's performance by +300% in some cases.

Continue Reading ...

Procedural Vegetation System

I designed and developed a robust GPU-based vegetation system capable of handling thousands of trees and small plants efficiently in real-time.

Continue Reading ...

Vector Data Access Optimization

I developed a dynamic structure to optimize access to mass datasets of polygons and polylines, speeding up virtual terrain rendering by +80% on average.

Continue Reading ...

Nifty tech tag lists from Wouter Beeftink