Profile

About

I'm Varun Kumar Gupta — a Graphics Engineer and Unreal Engine Pipeline TD currently at Brown Bag Films. I build the systems and pipelines that make creative work easier and faster: rendering, procedural generation, and tools that help artists get ideas on screen without fighting the software.

Graphics Engineer Unreal Engine Pipeline TD Technical Artist
Portrait of Varun Kumar Gupta
FIELD RECORD V.K.G.

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.

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
Technologies
C++ Python OpenGL GLSL Unreal Engine Blender Houdini Godot PyQt6 SQLite MediaPipe OpenCV CMake ImGui Shaders Procedural Generation Pipeline Development Computer Vision
Experience
2026 - Present Current

Unreal Engine Pipeline TD

Brown Bag Films

Working on production technology for film and animation using Unreal Engine — pipeline engineering, production systems, tooling, and automation that keep creative teams moving.

2025 - 2026

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
Let's Connect

Want to build something together?

Have a project in mind or just want to talk graphics systems, pipelines, or production technology?