
Ricardo Hoyos
Verified Expert in Design
Designer
Auckland, New Zealand
Toptal member since September 11, 2024
Ricardo is a senior-level artist with a wealth of experience with Unreal Engine, Unity, and in-house game engines. His expertise lies in researching and utilizing real-time technologies and cross-platform development to create highly detailed environments and landscapes. Ricardo's passion for storytelling drives him to constantly learn and experiment with new techniques, pushing the boundaries of what is possible. He won an Emmy Award as a lighting artist with Polygon Labs by Disguise in 2022.
Portfolio
Work Experience
Cinematic Artist
Ballast Technologies
- Spearheaded the preparation and production of captivating cutscenes, creating immersive storytelling experiences for guests and users.
- Demonstrated expertise in cinematic scene composition, skillfully arranging elements such as characters, props, and environments to create visually stunning and coherent sequences.
- Adapted slide tracks effectively, seamlessly integrating narrative and gameplay elements into cinematic presentations, considering their physical implications.
- Brought scenes to life through dynamic camera animation, utilizing a keen eye for cinematography to enhance emotional impact and storytelling.
- Applied the right rendering techniques to achieve high-quality visuals, ensuring each frame conveys the desired atmosphere and mood.
- Set up character rig retargeting and animation to achieve realistic and expressive performance.
- Collaborated closely with other departments, fostering effective communication and coordination to seamlessly integrate cinematic elements with gameplay and overall project vision.
Senior Unreal Engine Artist
Possible
- Implemented innovative level design mechanics to enhance gameplay experiences for all project clients.
- Crafted visually stunning game environments through careful design and implementation, leading to a more immersive player experience.
- Set up effective lighting systems for real-time and baked stages, improving the game's overall visual appeal.
- Streamlined the workflow, increased creativity, and improved quality by establishing new team and pod structures.
- Built a world-class art department by attracting and mentoring new talent, elevating the organization's capability and performance.
Senior Technical Artist | Senior Level Designer
Path of Exile (by Grinding Gear Games)
- Uncovered innovative solutions to optimize the rendering cost of assets, ensuring visual fidelity while using an in-house engine.
- Measured and analyzed performance pipelines, providing insightful directions and recommendations for further improvements.
- Set up comparisons with high‑end platforms, defining and implementing the necessary requirements to achieve optimal performance and visual standards.
- Analyzed and enhanced internal tools, streamlining workflows and optimizing efficiency.
- Evaluated in‑engine art pipelines, ensuring alignment with industry best practices.
- Identified and troubleshot bugs in personal and team‑generated work for a smooth and polished final product.
Game Design Professor, STEM Regional Chapter
The Universidad Nacional de Colombia
- Conducted lectures for students at UNAL on Unreal Engine, Unity, game design, and 3D art.
- Developed and delivered a series of remote classes on topics such as Unreal Engine level art, Houdini basics, lighting art, and performance optimization.
- Mentored students by providing challenging projects and assignments to drive their growth and development.
- Facilitated interactive Q&A sessions and conducted comprehensive portfolio reviews to support students' progression and improvement.
Senior Level Artist
Farcana
- Planned, scoped, and constructed game levels, ensuring high quality and player engagement.
- Executed lighting design and performance optimization to enhance the player experience.
- Developed comprehensive level design documentation and prototyping to ensure project success and efficiency.
- Conducted meticulous level balancing and arcade-oriented set dressing to create immersive and enjoyable gameplay.
- Designed and executed multiplayer levels to provide a rich, multiplayer gaming experience.
Unreal Engine Artist | Designer
Girraphic
- Established and configured virtual production scenes, ensuring seamless and efficient workflow.
- Prepared virtual scouting and virtual camera sessions, providing exceptional visuals and performance.
- Optimized and debugged virtual production systems to ensure high-quality results and project success.
- Executed lighting art, cloth simulation, and wind setup on Unreal Engine to enhance the virtual environment.
- Built and created environments from start to finish using the full pipeline, from Blender to Unreal Engine.
- Delivered top-notch results, exceeding the expectations of leading clients such as NFL, Eurosport, and Fortnite Creative.
Lead Environment Designer
Max Louis Creative
- Placed and designed various procedural encounters while collaborating with engineering to create data tables and challenging gameplay experiences within the game levels.
- Directed, implemented, and tuned exciting level design mechanics, ensuring consistent application across all project clients.
- Crafted visually stunning game environments by designing and implementing intricate layouts that guide players through various points of interest and biomes.
- Set up open-world and local lighting for real-time or baked stages, elevating players' overall visual experience.
- Collaborated with artists to develop custom looks and tools for accelerated creation.
- Established new team and pod structures to streamline workflow, boost creativity, and improve the quality of our world-building process—a highly effective approach in the remote work environment.
- Expanded the team by attracting and mentoring new talent to build a world-class art department, elevating the organization's overall quality and capability.
Creative Director
LevelTouch Studios
- Collaborated with the art director and CTO on various video game projects, delivering top-notch results.
- Communicated with the CEO to justify conceptual and directional choices, ensuring each project's success.
- Supported various internal and external initiatives while focusing on quality, message coherence, and a positive working environment, demonstrating versatility and leadership skills.
- Guided and motivated subordinates to meet LevelTouch Studios standards of creative excellence, timeliness, and profitability, contributing to the organization's overall success.
- Worked toward achieving the goals of LevelTouch Studios, demonstrating a strong commitment to the company's mission and vision.
Skills
Tools
QuadSpinner Gaea, Git, Unreal Engine, Blender, Photoshop CC, Perforce, Premiere Pro CC, Houdini, Substance Designer, Autodesk Maya, Maya, Quixel, Bubble
Platforms
Xbox
Industry Expertise
Architecture
Languages
C#
Other
Unreal Engine 4, Unreal Engine 5, Unity, Lighting, 3D, Game Design, Rendering, Unity3D, In-house Game Engines, Shaders, Optimization, Technical Art, Mobile Game Design, Gamification, MVP Design, 3D Design, 3D Rendering, Architectural Design, Immersive Experiences, 3D Interior Design, Architectural Rendering, Immersive Design, Art Direction, Low Poly, Virtual Reality (VR), Unity Shaders, Augmented Reality (AR), 3D Modeling, Visual Design, Procedural Generation, 3D Games, Game Development, Blueprint, Game Art, Cinematic Artistry, Adobe Premiere, Broadcasting, Metaverse, 3D Animation
Experience
- Unity - 8 years
- 3D - 8 years
- Unreal Engine - 7 years
- Shaders - 6 years
- Technical Art - 5 years
- Blender - 5 years
- QuadSpinner Gaea - 4 years
- Procedural Generation - 3 years
Tools
- QuadSpinner Gaea
- Unreal Engine
- Blender
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