TECHNICAL ARTISTVANCOUVER, BRITISH COLUMBIA

Tobias Arrieta

Real-time visual systems · Designer-facing tools · Procedural workflows

I work across art, design, and programming to build shaders, VFX, real-time visual systems, designer-facing tools, and procedural workflows in Unity and Unreal Engine 5. The case studies document how those systems were implemented, tuned, debugged, and integrated into playable work.

Live procedural background: a new terrain seed is generated on each visit. Elevation and pressure drive the wind field; cursor movement emits a short directional stream.

01 / SELECTED TECHNICAL WORK

Technical art case studies

The projects span an active Unreal Engine multiplayer production, a shipped Unity game, and an independent procedural prototype. Together they cover shaders and VFX, dynamic destruction, designer-facing tools, simulation, telemetry, and procedural generation.

EXPANDABLE CASES Each title opens its complete implementation record, supporting captures, and team information.

FIELD REPORT / 01

An in-progress multiplayer vehicle combat game where velocity drives damage. I built visual systems for movement, abilities, dynamic projectiles, global match events, and progressive vehicle destruction while leading gameplay design and documentation.

ROLE
Technical Artist · Lead Design
TECH ART
Shaders, VFX, dynamic materials, render targets, gameplay feedback
ENGINE
Unreal Engine 5
TEAM
6 people
STATUS
In development
UE5Shaders & MaterialsParticle SystemsRender TargetsDynamic DestructionVisual Feedback
CURRENT BUILD

Tachyon — official trailer

01:05

OFFICIAL TRAILER
The trailer establishes the current arena, movement, combat, abilities, events, UI, and audiovisual language in the current playable build.
ARENA GEOMETRYVELOCITYPROJECTILE + IMPACT DAMAGEPOSITIONING DECISIONS
SHARED VISUAL PARAMETER

Velocity drives the game's visual response

Movement, damage, and feedback read from the same gameplay state. The visual layer communicates when the vehicle is building power, committing to an attack, or losing control.

Movement range
55 m/s base terminal velocity · 85 m/s nitro ceiling
Gameplay inputs
Velocity, nitro state, damage, ability state, and event ownership
Visual outputs
Thruster intensity, heat shell, speed lines, projectile energy, shields, trails, and hit masks
Implementation
Parameterized materials, particle systems, render targets, and mesh sampling
ADVANCED SYSTEMS

Visual systems built from gameplay data

Two systems connect materials, particles, geometry, and runtime values so the game world itself communicates damage and velocity.

DYNAMIC DESTRUCTION / DEREZZING
Render targets and UV hit masking preserve where damage lands; mesh sampling turns that local state into debris bursts and progressive vehicle disintegration.
VELOCITY-DRIVEN VFX
Nitro acceleration, a motion-aligned heat shell, thruster output, and speed feedback scale from the vehicle's movement state.
ULTIMATE ABILITIES

High-impact effects with distinct spatial silhouettes

Each ultimate communicates its area, direction, and duration while the vehicle remains in high-speed motion.

ULTIMATE / DEATH AURA
A persistent damage field wraps the chassis in layered light, chromatic distortion, and repeated damage pulses.
ULTIMATE / LASER OF DOOM
A wide continuous beam follows the arena surface and remains legible as a long-range threat across curved geometry.
ULTIMATE / LIGHT TRAIL
The vehicle extrudes a persistent energy wall along its path, converting movement into spatial denial.
SECONDARY ABILITIES

Readable state changes for short tactical windows

Material transitions, protective geometry, and temporal trails make each temporary state recognizable from the player and opponent perspectives.

SECONDARY / STEALTH CAMOUFLAGE
A translucent material state obscures the vehicle; incoming damage cancels the cloak and restores the standard mesh.
SECONDARY / ENERGY SHIELD
A localized hex barrier creates a separate defensive state with a clear protective envelope around the vehicle.
SECONDARY / TACHYON
The system records recent movement and retraces the vehicle through a temporal trail, making the reversal readable at speed.
MATCH AND COMBAT FEEDBACK

Global events and velocity remain visible in combat

These systems expose match ownership and weapon power through the arena itself, vehicle markers, and projectile rendering.

ARENA EVENTS / GLOBAL STATE
Kill the King projects a global crown marker over the current leader. The Apex Sphere accumulates visible damage before its progressive destruction and final burst.
PROJECTILES / VELOCITY RESPONSE
Projectile materials and emission become more energetically charged as firing speed rises, showing the velocity-to-damage relationship before impact.
EVALUATION TOOLS

Arena telemetry before production playtests

Autonomous runs make movement concentration, collision-heavy regions, projectile paths, hazards, deaths, and accuracy available for spatial review.

3D ARENA SIMULATOR / TRAJECTORIES
Autonomous agents pursue, evade, and fire while the tool records paths, speed, collisions, deaths, accuracy, and a persistent leaderboard.
3D ARENA SIMULATOR / ANALYSIS LAYERS
The same run exposes movement concentration, hazards, projectile paths, and event regions to locate stagnation and collision-heavy areas.
GAME DESIGN DOCUMENT

Specifications for implementation

The maintained document defines movement states, collision factors, damage relationships, abilities, arena rules, scoring, session flow, and interface requirements for implementation and iteration.

MOVEMENT AND COMBAT

Speed trades steering precision for damage

Turning authority decreases as velocity rises. Braking restores control for aiming, while slopes, walls, and nitro rebuild the momentum that feeds projectile and collision damage.

TEAM
  • Tobias Arrieta — Lead Design
  • Ken Arigo — Production
  • Cris Odonel — Networking
  • Jonathan Chieh Lin — Environment Art
  • Bingliang Jiang — Character / Vehicle Art
  • Dylan Barker — UI Programming
02 / OTHER WORK

Interactive projects, playable cartography, and geographic media

UNITY · AUGMENTED REALITY · MOBILE

Medellín Spectral Tour

An augmented-reality experience that connects historical characters and stories to physical locations in Medellín. My contribution covered the avatar pipeline, including AI-assisted animation and manual refinement, plus the integration of AR and real-time geolocation SDKs in Unity.

I resolved package and dependency conflicts affecting the mobile build and helped carry the experience into a stable public demonstration.

  • Avatar production workflow
  • AR and geolocation integration
  • Mobile dependency debugging
TEAM
  • Tobias Arrieta — Technical Director
  • Nelson Florez — UI Developer
  • Wendy Martinez — Artist
  • Valentín Arias — Researcher
  • Daniel Mendoza — UX/UI Designer
  • Camilo Ramírez — Sound Design
MOBILE DEMO
An on-device capture of the location-aware character experience and its mobile interface.
PLAYABLE CARTOGRAPHY

Turn-based strategy maps for War.app

Three published maps built around territory topology, regional grouping, terrain constraints, and risk distribution. Each link opens the map inside War.app's interactive game viewer.

Antioquia map combining regional territories with a dense urban conquest area
REGIONAL AND URBAN SCALE

Antioquia

Regional conquest and close-scale city control share one map. The change in territorial density makes scale part of how players read routes, borders, and local dominance.

Explore in War.app ↗
Apocalypse map showing contaminated sectors, safe zones, and sacrifice areas
RULESET EXTENSION

Apocalypse

Base game rules establish contaminated sectors, safe zones, and high-risk sacrifice areas. Deeper routes offer stronger rewards, making exposure part of territorial planning.

Explore in War.app ↗
ADDITIONAL WORK

Interactive prototype and geographic media

Kola Factory production line prototypeINTERACTIVE PROTOTYPE · 2024

Kola Factory

A production-line minigame built in Figma with variables, conditional logic, scoring, timed tasks, and synchronized feedback.

Watch the prototype ↗
Medellín street network comparison between 1905 and 2025DATA STORYTELLING · 500K+ VIEWS ACROSS SOCIAL MEDIA

Medellín urban expansion timelapse

A historical animation assembled from changing urban boundaries and presented as a continuous geographic record.

Watch the timelapse ↗
03 / RECOGNITION

Documented recognitions

DEX certificate for Medellín Spectral Tour, Best Interactive ExperienceDEX SHOWCASE · 2024

Best Interactive Experience

The DEX Showcase recognized the finished project for its combination of location-aware interaction, character storytelling, and stable mobile delivery.

View certificate ↗
Universidad Pontificia Bolivariana Honor Scholarship recognition for Tobias Arrieta MachadoHONOR SCHOLARSHIP · 2024

Highest weighted GPA

Universidad Pontificia Bolivariana awarded this distinction for the highest weighted GPA in the Digital Entertainment Design Engineering program, above 4.50.

View recognition ↗
04 / ABOUT

Background

Portrait of Tobias Arrieta

I'm a Technical Artist based in Vancouver. My background combines Digital Entertainment Design Engineering with game programming. I build real-time visual systems, designer-facing tools, procedural workflows, and gameplay-driven feedback in Unity and Unreal Engine 5.

I work across art, design, and programming to translate creative goals into adaptable in-engine solutions, communicate constraints, and carry technical problems through implementation, debugging, and iteration. Cartography, history, strategy games, and simulation shape the systems I return to.

2025—2026Diploma, Programming for Games, Web & MobileVancouver Film School
2021—2025B.Eng., Digital Entertainment DesignUniversidad Pontificia Bolivariana
TOOLS

Technical art, engines, and production tools