Senior Technical Artist · Games & Interactive Systems

Building the bridge
between art and engineering.

Stu Wild
    
25+ years in CG, UI & games
AAA UI & Tooling

01 / About

The bridge between
art and code.

Technical Art. UI Systems. Ambitious Visuals.

I’m a Senior Technical Artist with 25+ years of experience working between art, design and engineering, specialising in real-time workflows, tools, optimisation and visual systems for AAA games and commercial projects.

I’m driven by the same challenge wherever it appears: take a complex visual idea, solve the technical problem behind it and turn it into something artists can build and players can experience.

I learn by doing. I solve by building. I’m always looking for the next technical problem to solve.

02 / Specialisms

What I bring to the team.

Technical art that survives production.

The focus is not only on making a feature work, but on making it understandable, repeatable, measurable and maintainable for the wider team.

Enablement

UI & UX design and development. Studio-wide guidelines, mentoring, onboarding, Agile/Scrum and cross-discipline collaboration.

Engineering

Unity, C#, JSON, Flatbuffer schemas, basic HLSL, custom editor extensions and data-driven runtime systems.

Audio, Motion & VFX

Audio triggers via timeline & code, Animator hierarchies, Tween scripting, UI particle systems and custom script callback animation flows.

Pipeline & Tooling

Create custom Unity editor tools and workflows, asset processing automation and best practices documentation. Ability to learn and apply new technologies quickly.

Reusable Architecture

CMS managed layout mindset, creating UI structures populated dynamically via code injection.

Optimisation

Unity Profiler, deep memory diagnostics, overdraw analysis, polygon reduction and platform testing.

03 / Selected work

Work shaped around complex problems.

Explore representative projects and technical art capabilities across AAA mobile titles and real-time systems.

CSR3
Senior Technical Artist

CSR3

Worked on the upcoming mobile title CSR3, available in select territories.

Production, peer support, tech tooling, best practices & pipelines. VFX, HLSL, UI animation & tweening.

Unity C# Animation Tweening Memory diagnostics Financial risk management UI Optimisation HLSL Agile/Scrum
CSR2
Technical Artist

CSR2

Helped improve UI & UX for the $1B+ revenue, 180M+ player base of CSR2.

Worked on the introduction of dynamically populating horizontal gacha marketplace and a pooled scrolling system to improve UI speed.

Unity C# UI/UX Improvements Performance Profiling
Dawn of Titans
UI Technical Artist

Dawn of Titans

Collaborated alongside UX & UI artists to develop core UI experience flow and templates for the multi-award winning & BAFTA nominated mobile title.

Creation of and peer support for, all UI experiences throughout the game, along with introducing screen and widget templates and best practices.

UI/UX C++ Adobe Flash ScaleForm GFx Templates Best practices Peer Support
PKR
Lead Flash/ScaleForm GFx Developer

PKR

Oversaw the production and improvement of all Flash/ScaleForm GFx based UI assets for cross-platform online Poker and Casino, including PC, Mac, iOS and Android.

UI/UX Adobe Flash ScaleForm GFx Peer Support Cross-platform
UI architecture · Runtime workflows

Dynamic screen systems

Engineered C# view scripts driven by Flatbuffer schemas so designer-configured data could populate and update screens from singular templates.

C# Flatbuffers Unity UI
Editor tooling · Asset processing

Designer-focused Unity tools

Built editor extensions to remove placeholder UI art during local saves and record GUID references into ScriptableObjects for screen layout design and review.

Unity Editor Automation ScriptableObjects
Diagnostics · Rendering optimisation

Overdraw & polygon diagnostics

Created runtime overdraw visualisation and automated sprite polygon tooling, reducing unnecessary transparency and supporting consistent GPU and memory standards.

Profiling GPU rendering Asset standards
Animation · Interaction design

Hybrid motion workflows

Combined Unity Animator hierarchies, scripted Tweening and callback-driven animation flows for smooth transitions and reactive UI state changes.

Animator Tweening Callbacks
Typography · Memory budgets

Multilingual font systems

Implemented single-weight multilingual font sets with TextMeshPro variants and fallback systems to reduce licensing exposure and memory footprint.

TextMeshPro Localisation Memory
Pipeline · Studio enablement

Production standards & pipelines

Authored technical art guidelines, supported UI artist teams and mentored global across asset workflows, layout standards and build validation.

Documentation Mentoring CI workflows
04 / Career timeline

Experience across games and interactive media.

A career spanning over 25 years in AAA mobile games, interactive entertainment, commercial and private digital campaigns and large-scale eLearning systems.

NaturalMotion - (Zynga / Take-Two Interactive)

Senior Technical Artist · 2014–2026

UI pipelines and architecture for mobile titles including Dawn of Titans and the CSR Racing franchise; tooling, profiling, asset standards and mentorship.

PKR

Lead Flash UI Designer & Developer · 2010–2014

Interactive UI architecture, API documentation tooling, local testing extensions and cross-platform casino experiences.

JYC Global / Air New Zealand

Media Designer & Developer / UI Designer & Developer · 2007–2010

XML-driven presentation systems, multilingual campaigns, interactive tools and executive-facing prototypes.

Earlier leadership & consulting roles

Media Designer & Developer / UI Designer & Developer · 1999–2006

Multidisciplinary interactive teams, Fortune 500 accounts and eLearning systems for UK law enforcement.

Brunel University

Graduate · 1996–1999

Product Design BSc 2.1 (Hons)

05 / Toolkit

Tools of the trade.

Software & engines
Unity & Unity EditorAdvanced
Unity Profiler & DiagnosticsAdvanced
Rider IDEAdvanced
TextMeshPro & Font ToolsAdvanced
Adobe Flash & ScaleForm GFxAdvanced
Adobe PhotoshopProficient
Technical workflow
C# C++ HLSL Flatbuffers JSON ScriptableObjects Perforce Swarm Git Jira Confluence Jenkins Tweening & Motion UI Particles & VFX Overdraw & Memory Diagnostics Multilingual Font Systems Agile / Scrum

I enjoy building artist-friendly tools, documenting workflows, and creating systems that are easy for a production team to adopt and extend.