About

I'm Varun Kumar Gupta, aka Lumi, a Graphics Engineer and Technical Artist who enjoys building the systems and pipelines that make creative work easier and faster. Most of my time goes into procedural generation, real-time graphics, and writing tools that help artists get ideas on screen without fighting the software.

I focus on the engineering side of worldbuilding: procedural generation, real-time graphics, and tool development. Whether it’s terrain synthesis, automated asset workflows, custom renderers, or data-driven pipelines, I’m driven by one question: How can code make creativity more efficient?

What I Do

  • Procedural Content Generation (PCG) : I work on rule-based systems for environments, assets, and worldbuilding. If something can be defined logically, I like figuring out how to make it generate itself.
  • Tool Development : C++, Python, Unreal, Blender; I build tools that remove repetitive work and let artists focus on the fun parts. Recently, I've been exploring lightweight AI-assisted workflows, but always with the same rule: Artists first, AI later.
  • Technical Art : Bridging art and engineering: Shaders, materials, rigging logic, rendering quirks; basically the technical glue between code and visuals.

Technical Foundation

Right now my work revolves around C++, Python, Unreal Engine, Blender, Houdini, and graphics programming. OpenGL, Vulkan, HLSL, and compute-driven techniques. I’m especially interested in GPU-heavy systems and real-time procedural workflows.

I completed my Master’s in Computer Science (Augmented & Virtual Reality) from Trinity College Dublin, which pushed me deeper into rendering, simulation, and experimental graphics.

Some of the things I’ve been working on recently:

  • Procedural landscape generation using AI paired with a custom C++ OpenGL renderer.
  • Blender and Unreal tools focused on speeding up everyday artist workflows.
  • GPU-based procedural experiments for environments, scattering systems, and rule-driven worldbuilding.

This is the direction I’m moving toward — more engineering, more systems work, and a lot more experimentation.

Why I Write

I read a lot. Books, papers, weird technical blogs hidden on page 31415926 of Google, and I’ve always felt that good learning material for PCG resources; especially for Blender, Unreal, and GPU workflows, are still scattered, shallow, and surprisingly hard to find.

So I write to fix that.

My goal isn’t quantity, it’s clarity.

Every article I publish aims to be practical, technical, and focused: the kind of content I wish existed when I was learning.

I write to share what I’m building, what I’m studying, and the exact knowledge that pushes the field forward. One well-explained concept at a time.

If you're exploring similar ideas or building something procedural, feel free to reach out. I’m always happy to talk systems, tools, and worlds built by code.

Technologies

C++ Python Unreal Engine Blender Houdini OpenGL HLSL GLSL Control Rig PCG Graphs Vulknan Real-Time Rendering Shader Development Tool Development

Experience

2025 - Present

Technical Artist

Zitro

Developed tools, pipelines, and GPU-optimized shaders for a custom Godot 3.5.2 build. Built automation systems, asset processors, localization workflows, and editor tools that streamline content creation from Blender, Spine, and Photoshop into the engine.

2021 - Present

Technical Artist (Freelance)

Upwork

Delivered tools and pipelines for various clients: Blender animation tools, Maya export pipelines, Unreal Engine puppeteering systems, and gameplay prototyping. Built C++ and Python tools used in production across multiple indie teams.

2024 - 2025

Course Author & Educator

Trinity Walton Club, Trinity College Dublin

Designed and taught game development, Python programming, and Blender courses for young learners. Built full curricula, teaching materials, prototypes, and hands-on STEM content focusing on logic, animation, physics, and scripting.

2022 - 2023

Junior Technical Artist

Technicolor Games

Clients: Rockstar Games, Electronic Arts

Worked on Procedural Content Generation, tools, and technical art pipelines across Unreal, Maya, and Blender. Delivered R&D, troubleshooting, workflow automation, and knowledge transfer for large art teams. Awarded the Eureka Award for innovation.

2021

3D Generalist / 3D Modeller (Intern)

Sanmati Enterprises

Created optimized 3D models, established export pipelines for Unity/Unreal, and developed Blender Python scripts for animation tasks. Worked on VR/AR-ready assets and hard-surface modelling.

2020

Game Dev & Asset Design Lead

Gametathya

Led a team of programmers and artists to build a third-person shooter demo using Unreal Engine and C++. Responsible for gameplay design, core mechanics, and asset workflows.

2019 - 2020

Creative Head / Treasurer

ACM Student Chapter (Bennett University)

Managed creative projects, events, and team operations. Produced learning content, handled chapter fundraising, and led teams of 7–20 members.

Education

2023 – 2024

MSc, Computer Science — Augmented & Virtual Reality

Trinity College Dublin

Grade: Distinction

Focused on real-time graphics, rendering, animation systems, machine learning, computer vision, and simulation. Strengths include GPU programming, real-time rendering, procedural systems, and graphics engineering.

Computer Graphics Real-Time Rendering Machine Learning Computer Vision Real-Time Animation Augmented & Virtual Reality Mathematics of Light & Sound Motion Picture Engineering
2018 – 2022

BTech, Computer Science

Bennett University

Grade: 9.28 CGPA

Built a strong foundation in programming, algorithms, game development, and 3D workflows. Gained experience in procedural generation, 3D modelling, and systems-level engineering.

Data Structures & Algorithms Object-Oriented Programming Game Development Procedural Content Generation 3D Modelling & Texturing Database Systems
5+
Years with 3D Software
Blender, Houdini, Unreal Engine
200+
Students Taught
Python, Game Dev, Blender at Trinity College Dublin
2
Books Published
Technical Reviewer & Contributor

Let's Connect

Have a project in mind or just want to chat about tech art?