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KEVAL SHANKER SHREYAS

Technical Artist

Welcome. My name is Shreyas. I am a Tech Artist with a strong scripting and problem-solving skill set. I was born in Hyderabad, India, where I did my Bachelor’s Degree in Computer Science. I used to live in the United States working at INK GAMES after graduating with a Master’s Degree in Level Design from SMU Guildhall. Now I am back in Hyderabad, India working as a contractor for game studios.

I also run my game studio Zombiefox Studios in Hyderabad.

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I am a multi-versatile Tech Artist specializing in Asset Integration, Optimization, and Problem Solving. I have a formal education in engineering and design and self-taught in art. I am quite experienced in many of the industry tools and Languages.

 

Here are some of the works that I have done.

INDUSTRY WORK AND PROJECTS

Here is a comprehensive list of all my Industry projects.

Lancelot - Zombiefox Studios

"Founder/ Creative Director" - 2022 - (Current)

  • Founded and launched ZombieFox Game Studios, an independent part-time game development studio
    specializing in PC and Console development.

  • Led a team of 12 employees in the development of our flagship title currently undisclosed.

  • Developed and executed company strategy, overseeing all aspects of business operations, including game
    development, marketing, and financial management.

  • Spearheaded the design and development of innovative gameplay mechanics and features.

  • Continuously monitored and analyzed industry trends and player feedback, adapting company strategy and
    game development accordingly.

  • Established and maintained a strong company culture focused on creativity, innovation, and collaboration.

  • Led the recruitment and hiring process for all employees, fostering a talented and diverse team.

  • Represented ZombieFox Game Studios at industry conferences and events, building relationships and raising
    awareness of the company and its games.

  • Engineered and implemented lots of features by simultaneously working with our engineers on a day-to-day basis ranging from player, boss, and enemy AI, music & sound, game flow, UI, main menu navigation, cinematics, 

  • Performed various asset integrations ranging from third-party plugins, animations, and VFX to a visual proof of concept milestone i.e. vertical slice.

  • Optimized the main demo level and also made level art modifications to the level so that it’s aesthetically pleasing that it even runs on a mid-tier PC at a smooth 60fps.

  • Setting up workflows for asset pipeline and integration.

  • Writing shaders and setting up master materials for the artist to implement. 

  • Production of various tasks, RACI charts, defining milestones collaborating with the team, and making sure every sprint finishes on time.

  • Debugging and fixing issues across multiple departments i.e. engineering, level art, texturing, shading, lighting, rigging, and FX by making thorough use of their respective DCC.

  • Generated in-game dialogue voices and music for the demo through the use of various generative AI techniques so that the audio did not feel like it was computer generated.

  • Performed various focus tests to get early feedback on the game so that we could pivot early in case we lost track.

  • Implemented and maintained version control and also was responsible for engine updates.
     

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In-Engine Trailer

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Overlord and Chakra - IllIquidLabs

"Technical Art Advisor" - 2022 - (Current)

  • Setting up workflows for asset pipeline and integration.

  • Writing shaders and setting up master materials for the artist to implement.

  • Level Design and Building Blockout for the artists to perform an aesthetic pass.

  • Coordinating with artists and engineers to make sure the project/milestone deadlines are met 

  • Engineering prototype gameplay mechanics in blueprints before handling off features to engineering.

  • Performance optimization and lots of bug-fixing

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PRIZE KINGDOMS - INK GAMES

"Technical Artist" - 2021 - 2024

  • Made and was responsible for all of the UI work, effective 9-slicing sprites, prefabrication, and UI Animation 

  • Profiling, performance, and memory optimization, bug fixing, creating and managing asset bundles

  • Finding efficient ways to reduce the game size.

  • Level Building in the biomes and Shader optimization 

  • Tech Art and Asset Integration in General

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SCHOOL WORK AND PROJECTS

Here is a comprehensive list of all my school projects.

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MASTERS THESIS

Best Practices for Exposition Using a Three Act structure

"Creation kit - Fallout 4"

TRIKAYA

Team Base Project - Technical Level Designer

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"Unreal Engine 4"

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HABERDASHERS

Team Base Project - Level Designer


"Unreal Engine 4"

LEFT 4 DEAD : HIGHWAY TO HELL

Team Base Project - Level Designer

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"Source SDK - L4D"

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FALLOUT 4 : KILL BULAT KILL

Solo Project - Mission Designer / Level Designer

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"Creation kit - Fallout 4"

FALLOUT 4 : LESSER EVIL

Solo Project - Combat Designer / Level Designer

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"Creation kit - Fallout 4"

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HALF LIFE 2 : WELCOME TO RAVENHOLM

Solo Project - Level Designer

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"Source SDK - Half Life 2"

GAIA

Solo Project - Technical Designer

​

"Unreal Engine 4"

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Home: Team Members

SEND A MESSAGE

Interested in learning more about my work or how we can collaborate on an upcoming project or to just chat? Reach out below.

(961)-821-5265

  • LinkedIn
  • Artstation

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