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Gunnar Scholliers
Gunnar Scholliers
Technical Game Artist
Mechelen, Belgium

Summary

Hi all!
I am a tech artist with experience in Unity, Unreal Engine and Godot, in the fields of VR, PC, Mobile, rendering, shaders, vfx, procedural generation, runtime simulations, development tools and profiling. I am motivated by researching and discovering within or close to my own field.

Currently looking for a studio to contribute to!

Currently I am on the lookout for a new team to join.

Skills

proceduralShaders3D ModelingEnvironment ModelingLow-poly ModelingProp ModelingVFXRuntime Simulations

Software proficiency

Houdini
Houdini
Unreal Engine
Unreal Engine
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Maya
Maya
Substance 3D Stager
Substance 3D Stager
Photoshop
Photoshop
Unity
Unity
Blender
Blender
C#
C#
C++
C++
Godot
Godot
HLSL
HLSL
Java
Java
3ds Max
3ds Max
GIMP
GIMP
Python
Python

Productions

    • Video Game
      VR Base - SeaGame (Production Title)
    • Year
      2026
    • Role
      Technical Artist
    • Company
      Spectr-XR
    • Video Game
      VR Base - Garage
    • Year
      2025
    • Role
      General Artist
    • Company
      Spectr-XR
    • Video Game
      Spectr BIM
    • Year
      2026
    • Role
      Technical Artist
    • Company
      Spectr-XR
    • Video Game
      THF Traffic
    • Year
      2025
    • Role
      Technical Artist
    • Company
      Spectr-XR
    • Video Game
      THF Asbestos
    • Year
      2024
    • Role
      General Artist
    • Company
      Spectr-XR

Experience

  • Technical Artist at Spectr-XR
    Mechelen, BE
    September 2024 - March 2026

    At Spectr-XR, I was responsible for creating a bridge between artists and developers, while assisting both in their tasks. I developed artist tools such as procedural mesh generators, procedural textures, LOD generators... and project control tools such as asset reference managers, texture swizzlers, custom importers... Whenever needed I took over some general artist work to spread the load. For each project during my time I also developed dedicated shaders and effects.

  • Intern at VR Base
    Mechelen, BE
    February 2024 - June 2024