Website powered by
Humberto Gamboa
Humberto Gamboa
Technical Artist at Niantic
Seattle, United States

About

I’m a seasoned Technical Artist with a deep passion for both the creative and technical sides of 3D graphics. My work bridges the gap between art and engineering, empowering teams of all sizes to push the boundaries of game development and immersive experiences across PC, mobile, and VR platforms. My journey has taken me through various roles where I’ve honed my skills in procedural content creation, shader development, and dynamic lighting, using tools like Unity, Unreal Engine, Substance Designer, and Houdini.

At Niantic, I collaborate across teams to bring innovative features to life, while at Wave, I developed dynamic lighting solutions and optimized visuals for mobile platforms, reaching millions of users worldwide. I thrive on creative challenges and am always looking to expand my skillset, particularly in AR/VR and next-gen gaming technologies. My colleagues often recognize me for my positive energy, problem-solving abilities, and commitment to team cohesion, making me not just a contributor but a valued collaborator, whether in small, agile teams or larger, complex projects.

Skills : Shader Development, Platform Optimization, Procedural Content Creation, Multi-Platform Development (PC/Mobile/VR), and GPU/CPU Profiling (RenderDoc, Insights, Frame Debugger).

- Content creation and asset setup within game engines (Unity, Unreal 4)
- Proficiency in Substance Designer, Substance Painter, Maya, Zbrush, and Houdini
- Dynamic lighting solutions for PC and mobile platforms
- Research and development of technical tools in engine
- Creation of procedural, parameterized materials
- Optimizing pipelines and tools for artists
- Experience in virtual entertainment technology

Skills

PBR TexturingMaterial CreationTexturing3D ModelingHard Surface Modeling3D PrintingRetopologyGame Development3D Visualization

Software proficiency

Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Houdini
Houdini
Maya
Maya
ZBrush
ZBrush
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop

Productions

    • Video Game
      Pokemon Go
    • Year
      2023
    • Role
      Technical Artist
    • Company
      Niantic
    • Music Video
      Wave | Justin Bieber
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Wave XR
    • Music Video
      Pentakill III: Lost Chapter - An Interactive Album Experience
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Wave XR
    • Music Video
      Wave | Beatport Series
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Wave XR
    • Commercial / Advertisement
      Brainlab Mixed Reality
    • Year
      2020
    • Role
      3D Artist
    • Company
      Level-Ex and Brainlab
    • Mobile Game
      Cardio EX
    • Year
      2019
    • Role
      3D Artist
    • Company
      Level-Ex
    • Mobile Game
      Pulm EX
    • Year
      2019
    • Role
      3D Artist
    • Company
      Level-Ex
    • Mobile Game
      Gastro EX
    • Year
      2018
    • Role
      Jr 3D Artist
    • Company
      Level-Ex
    • Mobile Game
      Airway EX
    • Year
      2018
    • Role
      Jr 3D Artist
    • Company
      Level-Ex

Experience

  • Technical Artist at Niantic
    October 2023 - Present

    - Collaborate with art, design, engineering, and product teams to build features and solve creative problems.

    - Build rapid prototypes of experimental features using Unity 3D or other mobile platform tools.

    - Iterate on Unity 3D scene implementation to finalize product and creative requirements.

    - Create performant graphics shaders for beautiful visuals.

    - Facilitate communication and collaboration between art and engineering.

    - Collaborate with cross-functional team members and stakeholders, including regular and reliable attendance and participation in meetings.

  • Technical Artist at Wave
    Los Angeles, California, United States of America
    June 2021 - March 2023

    Content Tools Pipeline (Unity & Unreal):

    - Set up multi-platform Shaders/Materials for special effects (UE4, node based).

    - Create and develop dynamic lighting solutions for PC and mobile platforms.

    - Develop custom "Wave tools" for rapid content integration and quality of life improvements.

    - Integrate and optimize character assets (eg, LOD setup, VAT conversions, etc.) for runtime environments.

    - Communicate tech needs between art and design teams.

    Platform Optimization (Unity & Unreal) PC/Mobile/VR:

    - Strategize multi-platform content creation.

    - Set technical standards for asset breakdown and creation, ensuring consistency and efficiency across the team.

    - Help communicate hardware limitations and content requirements for art teams (in-house and outsourced).

    - Help with daily optimization tests.

  • Material Artist at Amazon
    Seattle, United States of America
    October 2020 - May 2021

    Procedural Material Library (In-house Engine) PC/Mobile/Web

    - Expanded and improved Amazon's internal realistic PBR Materials library.

    - Created procedural, parameterized materials in Substance Designer, providing artists with tools to quickly and efficiently texture their models.

    - Trained AI for material classification, reducing the workload of the team.

  • 3D Artist at Level-Ex
    Chicago, United States of America
    November 2019 - October 2020

    - Establish organic asset development pipeline, from modeling tools to material generation and visual effects.

    - Creating organic models and medical tool assets in 3D

    - Research and disseminate best practices for art development throughout the company.

    - Work closely with engineers to develop state-of-the-art visual effects and rendering techniques within the confines of mobile and AR platforms.

    - Working with the Product Director, Producers, UX, Medical Team, and other team members to achieve a cohesive style

    - Working with the Art Department to create production-ready files for use as renders and screenshots

  • Jr 3D Artist at Level-Ex
    Chicago, United States of America
    October 2017 - November 2019

    - Create organic models, organic environments, medical tools, and other 3D assets

    - Build fully procedural, customizable materials

    - Update and improve existing assets in current Level Ex games

    - Developed new assets for AR and VR

    - Level layout tasks, like placing collision objects, etc.

    - Creatively solved innovative technical tasks and problems while adhering to our brand guidelines

    - Worked daily in Unity 3D

    - Worked with the Art Department to create production-ready files for use as renders and screenshots

    - Worked with the Product Director, Producers, UX, Medical Team, and other team members to achieve a cohesive style

    - Worked with Design to develop art for project proposals

  • 3D Artist at 321 Fast Draw
    Chicago, United States of America
    April 2017 - October 2017

    - Established Unity pipeline

    - Designed levels and environments

    - Created 3D props and textures

Report User