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
Experience
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.
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.
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.
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.
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.
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.
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
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.
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.