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Hello, my name is

Simon Fin

Ramat Gan, Israel

I am a UE5 Game Developer, Technical Artist and 3D Generalist building playable systems, stylized worlds and production pipelines with a Marketing and PR background in mind.

Featured projects

Just look what we have done...

Each case is structured around context, role, constraints, decisions, output and what the work proves.

"Cold Engine" gameplay captureSteam demo, route choice, cabin systems and delivery pressure.
Completed demo Unreal Engine Game Direction Technical Art

"Cold Engine" Steam Demo

A case where we could not resist and built a full-fledged playable demo.

"Skein Arcane" environment captureWorkshop location, asset density and pipeline proof.
WIP Game Direction 3D Art Asset Pipeline Team Management

"Skein Arcane"

A big project, a bigger team, big ambitions, big challenges and big achievements.

View case study
AI Game Agents prototype loopNPC trading loop, task flow and Telegram bot coordination.
AI experiment Phaser AI Prototype

Web-Game Prototype

When there are not enough hands, AI enters the workflow.

View case study

Production Cases

Practical craft outside and inside the big cases.

A gallery for individual assets, materials, shaders, UI pieces, level art, VFX and before-after pipeline work.

Modular weapon parts screenshotSkein Arcane related work.
3D Assets

Modular Weapon Parts

Weapon components prepared for a modular crafting system.

CRT interface screenshotCold Engine UI slot.
UI

CRT Interface Elements

Diegetic UI pieces for train systems, contracts and delivery flow.

Shader breakdown GIFMaterial and VFX slot.
Shaders

Material System Tests

Reusable shader and material setup for dense simulation scenes.

Inspectable 3D assetA model-viewer proof for asset scale, silhouette and material readability.
3D Model

Inspectable Asset

A slot for a rotatable model once final media is added.

Skills snapshot

Game systems, visual craft, production thinking and good social skills in one profile.

The portfolio is built to show both the playable result and the hands-on production work behind it: systems design, level design, 3D assets, materials, UI, optimization and team workflow.

Engine and systems
Unreal Engine 5 Blueprints Game Design Level Design
Visual production
Blender Technical Art Materials / Shaders VFX
Pipeline and release
UI / Figma Asset Pipeline Optimization
Workflow and product
AI-assisted workflows Marketing / Product Communication

Background

Marketing and design experience becomes a game-development advantage.

Before focusing on game development and technical art, I spent more than five years in marketing, visual communication and design. That background supports product thinking: hooks, audience, positioning, short-form video, social posts, store pages and pitch materials.

Why it matters

  • Projects are framed as playable products, not only internal experiments.
  • Case studies explain both what was built and why it is readable to a player.
  • Media is organized around visible results: gameplay, breakdowns and before-after evidence.

Welcome

Let us talk about production-ready game work.

I am open to UE5 game development, technical art, 3D generalist and production-focused roles. The strongest proof is in the case studies: shipped demo work, WIP pipeline planning, visual systems and clear collaboration boundaries.