Jesse Olchawa
Jesse Olchawa
3D Technical Artist @ DMU
Northampton, United Kingdom

Summary

I'm an experienced 3D generalist specialising in technical art in Unreal Engine and Unity. I'm passionate about creating dynamic shaders, fun tools and procedural generators for artists. I enjoy challenging projects with opportunities for runtime optimisation and pipeline-based problem solving. I also run my own site containing project breakdowns: https://www.jolchawa.site/

Skills

3D ModelingEnvironment ModelingLow-poly ModelingUV MappingShadersParticlesPython ScriptingVFXPBR TexturingMaxscriptingUnreal EngineOptimisationBlueprintingUILODSToolsProceduralTech ArtDecalsWidgets

Software proficiency

3ds Max
3ds Max
Python
Python
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Houdini
Houdini

Experience

  • 3D Technical Artist (Freelance) at Hooked
    Remote, GB
    February 2025 - November 2025

    • Created 3D assets, procedural cutout generator, shaders and VFX for Unity horror game.

    • Play tested builds for gameplay, lighting and collision during development providing

    feedback. Profiled shader performance.

  • Lecturer at De Montfort University
    Leicester, GB
    March 2024 - Present

    Lecturer Game Art BA (Hons)

    • Developed wide range of character, environment and prop-based shaders for both stylised and realistic student projects. Programmed artist tools using Python and Maxscript. Experienced with modelling workflows alongside creating procedural mesh tools for Unreal Engine. Created interactive level and UI blueprints. Implemented engine LODS for optimising runtime alongside regular performance auditing using profiler. Lit and rendered student work. Written user guides and documentation for all tools.

    Lecturer on Visual Effects and Virtual Production MSc

    • Taught 3D LookDev asset production pipeline for Virtual Production using Unreal Engine 5

    • Full pipeline from high poly sculpting, retop, realistic texturing and integration into engine with Level of Detail (LODS) meshes.

    • Created easily accessible learning content for in person delivery.

    • Lectured live and additional pre-recorded bonus topics demos.

    • Provided frequent feedback sessions to support learners.

    • Marking final learner deliverables