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.