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Welcome!
I am Manuel Bindi, the Technical Artist you need!👾![]()
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!
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.
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 🪄
- Full end-to-end pipeline knowledge (solo dev to production-ready pipeline)
- Can work independently or as part of a multidisciplinary team
- Experience with commercial Steam releases
- Proven track record with community feedback and post-launch updates
- Interdisciplinary communication (art, design, code) an leading skills
- Bridges artistic vision and technical execution
- Steam, itch.io, Indiedb, Press list and press blast experience
- Specialized in horror, sci-fi, and Lovecraftian projects, but also adaptable to other genres such stylized projects and light themes.
Resume

Lead technical artist
Moonscape s.r.l.
04/2025 – Present
- I led projects involving Unreal Engine 5, Android and iOS applications, AR, Windows apps.
- Art and coding department direction, App and gameplay development, assets integration.
- independently refined 3D models in using Maya
- 2D assets outsourcing in software such as Photoshop.
- Communication bridge between project managers and clients.
Lead Game Developer
Unione professionisti Bologna
01/2023 – 01/2024
- I handleded all aspects of serious games smilutations and design.
- Assets production, from concept to in-engine implementation.
- independently refined 3D models in using Maya 2D
- Coordinated with the Ui department in order to deliver top quality products.
- I made an advanced Ai simulation and random hazards gameplay framework
3D Generalist and Unreal developer
Acas 3D
01/2021- 02/2022
- Developed immersive 3D solutions inside Unreal Engine.
- 3D assets Outsourcing production
- Textures Outsourcing
Solo Game developer
Ossified Games
01/2023 – 01/2024
- Solo developed my own game and published to Steam!
- From player-centric idea generation to the final product.
- Devolped inside Unreal Engine with both BVS and C++.
- Procedural dungeon generation and creatures.
- Complex shaders coding included SSS effectsm POM and many others.
- UI, VFX and SFX implementation.
- Inventory systems and roguelite/RPG mechanics.
- I have a registered trademark, Ossified Games, symbol of quality and trust.
Education
VFX Wizard Certified Professional
VFX Wizard
01/2021- 02/2022
C# Certificate of Excellence
Programming Hub
02/2025- 03/2022
English-C1
Trinity College London
12/2020
Bachelor degree Computer Science
University of Pisa
Ongoing 

Portfolio
You can click on the text above the images to see my works.
Teaching

🎮I also have teaching experience in 3D art and scripting, with a focus on Unreal Engine, 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!

















