Atmosfar is a sky-high odyssey set on an alien world of floating islands, explored via agile flying crafts and a mobile airbase, as players uncover the fate of a fallen colony. It’s a visually ambitious and systems-driven experience built in Unreal Engine 5.
As part of a small, agile team of around 10 developers, I take on a broad technical role focused on:
- Tool and pipeline development to streamline content creation and improve iteration speed.
- VFX implementation and support, helping bring the world to life with dynamic visual effects.
- Performance optimization, ensuring smooth gameplay and efficient resource use across platforms.
- Workflow design, building systems that empower artists and designers to work efficiently and creatively.
I work primarily with Unreal Engine 5, Blender, Houdini, and Visual Studio, combining technical precision with artistic awareness to solve complex challenges and push the project forward.
This hands-on, multi-disciplinary role gives me the opportunity to impact nearly every part of the game’s production — from behind-the-scenes tooling to the player-facing visuals.