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BA (Hons) CGI and Visual Effects
Specialism – Technical Artist / Open Source Whizz / Topological / System and pipeline / Arch Visualisation
Ruben O’Connor’s final year has seen him develop a clear voice as a technical artist, combining strong visual sensibility with a thoughtful, systems-based approach to creative problem-solving. With prior experience as a visualiser and freelancer, Ruben has contributed to several group projects, including a university-led research project on Fort Purbrook in Portsmouth, where he played a key role in visualisation and LiDAR scan cleanup.
His final major project focuses on the development of a procedural architectural toolkit in Blender using Geometry Nodes. Built to generate modular structures along curves, the tool includes parametric controls, local space construction, and transformation matrix logic—allowing for flexibility, scalability, and creative experimentation. Rather than working toward a fixed outcome, Ruben treated the architectural brief as a prompt, using challenges that emerged during modelling to guide his tool development—a process that reflects industry workflows and iterative thinking.
Ruben has also explored Unreal Engine 5 and Datasmith pipelines, developing a deeper understanding of optimisation and scalable assets, while paying attention to standard studio practices such as naming conventions, file structure, and documentation. His work balances creativity and control, offering practical tools that support both visual fidelity and production efficiency. He’s well suited to roles that sit between technical and creative teams, with the flexibility to contribute as a Technical Artist or Environment Artist depending on the brief.
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