
Welcome!
I am Manuel Bindi, the Technical Artist you need!👾![]()
In the past 5 years, I have poured my heart and soul into my work as a Technical Artist, passionately developing simulators for serious games, crafting immersive and navigable environments, creating solo-developed games that reflect my vision, and leading both artistic and technical teams to bring our shared dreams to life.
About me

Hi there! Manuel here, an Italian Tech Artist passionate about games! My career unfolds in two halves: one focused on modeling and outsourcing 3D assets, and the other on coding, shaders, and animation programming. I’m a VFX wizard certified professional, trained in VFX and 3D animation, with past experiences as lead technical artist and exciting game projects!
My Skills:
🎨Artistic (3D/2D)
| Skills/Tasks | Tools/Languages | Notes/ Added Value |
Low/high poly modeling, sculpting, UV unwrapping, retopology, baking | Blender, Maya, ZBrush, Substance 3D, Meshy | Optimized models for real-time, PBR-ready pipeline |
| Realistic and stylized PBR texturing (especially horror/sci-fi style) | Substance Painter, Photoshop, Quixel | Consistent visual style across icons, environments, and creatures |
Keyframe and AI-assisted animation (characters, creatures) | Cascadeur, Blender, Maya | Attention to secondary motion and physical weight |
UI and icon creation in Lovecraftian/horror style | Photoshop, Illustrator | Immersive and thematic UI work |
Environmental and narrative VFX (e.g., fog, particle lights, toxic leaks) | Niagara, Shader Graph | FX integrated into the world narrative |
{ Technical/Programming } 💻
| Skills/Tasks | Tools/Languages | Notes/ Added Value |
Advanced AI design ( pathfinding, procedural behaviors, mutations and evolution systems and much more! ) | Unreal Engine (Blueprint + C++), Unity, Dynamic Navmesh | Smart, reactive enemy systems and gameplay logic |
| Gameplay systems (crafting, morality, altered states, procedural maps) | Blueprint, C++, C# | Strong in both game design and implementation |
Performance optimization (level streaming, LODs, dynamic graphics settings) | UE5 Profiler, HLODs, Nanite | Scalable performance across platforms |
Steam API integration (achievements, cloud saves, stats) | Steamworks SDK | Real-world publishing and support experience |
Environmental and narrative VFX (e.g., fog, particle lights, toxic leaks) | Niagara, Shader Graph | FX integrated into the world narrative |
🔧 Technical Art 🖌️
| Skills/Tasks | Tools/Languages | Notes/ Added Value |
Master material setup + parametric instances (e.g., reactive organic shaders) | UE Material Editor, HLSL | Modular shaders for artist-friendly workflows |
| Blueprint systems for modular level design (procedural rooms, kit workflows) | UE5 Blueprint, PCG, | Streamlined tools for designers and artists |
| Rigging and skinning (humanoid and creature rigs) | Blender, Maya, UE Control Rig | Custom rigs for non-humanoid characters |
| Tool scripting & automation (exporters, environment generators) | Python, Blueprint Tools | Speeds up repetitive tasks and improves pipeline efficiency |
| Visual debugging tools (heatmaps, shader debuggers, visual loggers) | UE5, Custom Debug Tools | Helps identify visual inconsistencies and technical errors |
Others 🪄

Portfolio
Resume Highlights

Moonscape s.r.l.
04/2025 – Present
Dank Games
07/2025 – Today
Unione professionisti Bologna
01/2023 – 01/2024
Acas 3D
01/2021- 02/2022
Ossified Games
01/2023 – 01/2024
Education
VFX Wizard
01/2021- 02/2022
Programming Hub
02/2025- 03/2022
Trinity College London
12/2020
University of Pisa
Ongoing 
Teaching

🎮I also have teaching experience in 3D art and scripting, with a focus on Unreal ngine, C++, and Python. I’ve taught sculpting and 3D production pipelines at Leon Battista Alberti artistic high schools and hold a Superprof ranking on the Superprof platform, with many teaching hours and numerous five-star reviews.🎮![]()
Awards 🏆





Contacts
You can contact me anytime at:
If you have a job opportunity, LinkedIn is another way to contact me!
