Manuel Bindi Resume ( Mobile )

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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.

Skills/TasksTools/LanguagesNotes/ Added Value

Low/high poly modeling, sculpting, UV unwrapping, retopology, baking
Blender, Maya, ZBrush, Substance 3D, MeshyOptimized models for real-time, PBR-ready pipeline
Realistic and stylized PBR texturing (especially horror/sci-fi style)Substance Painter, Photoshop, QuixelConsistent 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 GraphFX integrated into the world narrative
Skills/TasksTools/LanguagesNotes/ Added Value

Advanced AI design ( pathfinding, procedural behaviors, mutations and evolution systems and much more! )
Unreal Engine (Blueprint + C++), Unity, Dynamic NavmeshSmart, 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 SDKReal-world publishing and support experience

Environmental and narrative VFX (e.g., fog, particle lights, toxic leaks)
Niagara, Shader GraphFX integrated into the world narrative
Skills/TasksTools/LanguagesNotes/ Added Value

Master material setup + parametric instances (e.g., reactive organic shaders)
UE Material Editor, HLSLModular 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 RigCustom rigs for non-humanoid characters
Tool scripting & automation (exporters, environment generators)Python, Blueprint ToolsSpeeds up repetitive tasks and improves pipeline efficiency
Visual debugging tools (heatmaps, shader debuggers, visual loggers)UE5, Custom Debug ToolsHelps identify visual inconsistencies and technical errors
  • 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.

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.



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

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