Technical Artist · Real-Time Systems
Diego PaniaguaMorales
Building scalable tools and real-time production systems for interactive applications.
Core Expertise
Systems Architecture
Modular gameplay systems and scalable real-time design.
Tool Development
Custom tools for Blender, Unity and Godot production pipelines.
Real-Time Optimization
Frame time stabilization and performance profiling.
Pipeline Automation
Python-based asset processing and workflow automation.
Projects
blender
Tech Art & VFX Showreel
Real-time VFX, shaders and technical art work produced in Blender.
Procedural Piñata
Geometry Nodes system for parametric piñata generation with shape variations.
Scene Optimizer
Mesh and texture diagnostics tool to detect and fix heavy assets in production scenes.
File Link Manager
Add, refresh and remove Blender linked scenes without leaving your working file.
Modeling & Shading Reel
Hard-surface modeling, UV mapping, shading setups and compositing passes.
unity
Parabolic Projectile
Physics-based trajectory with bounce mechanics and adjustable parameters.
Mafia Kings
Turn-based strategy board game with online progression. Published on iOS and Android.
Sensor Monitoring
Android app with real-time sensor data, 3D visualization and interactive maps.
unreal
Destruction System
Chaos physics, mesh swap and memory profiling with Unreal Insights.
godot
3D Drone Mapping
Windows app with sensor-driven 3D terrain navigation and live weather data.
Mobile Sensor Visualization
Android app with 3D terrain, live sensor graphs and alert monitoring.
3D Gizmos Debug
Editor and runtime visual debugging system for Godot.
Blender Render Batcher
Queue and run multiple Blender renders headlessly from a Godot interface.
raylib
Flocking Boids
Craig Reynolds' flocking algorithm with steering behaviors built in C++.
Solar System
Orbital mechanics simulation with attraction algorithms built in C++.
Demo Reel
Selected highlights of production tools, engine systems and real-time technical development.