Technical Art · Real-Time · Pipelines

HARSHIT KUMAR

Senior Technical Artist

Building Motion Graphics, Real-Time Experiences, Production Pipelines & Creative Tools.

Technical Artist with 5+ years of experience creating interactive content, motion graphics, AR experiences, real-time assets, workflow automation systems, and production pipelines.

Harshit Kumar, Senior Technical Artist

Currently

Sr. Technical Artist @ Cvent

5+
Years Experience
3
Studios
100+
Assets Delivered
AR • MoGraph • Tech Art
Focus Areas

About

From making the art to making the art possible.

I solve production problems through creativity, technical thinking, automation and content pipelines — sitting exactly where the art team and the engineering team meet.

2D/3D Generalist

2021

Started producing motion graphics, marketing animation and 2D/3D assets across the Adobe suite — learning that speed in production comes from structure, not heroics.

Motion Graphics & FX

2022

Deepened into animation principles, visual effects and UI motion, building reusable template systems so campaigns could ship without rebuilding the same comps.

AR & Interactive Media

2022–23

Moved into AR, Metaverse and real-time experiences at Queppelin — where art decisions became engineering constraints: poly budgets, texture memory, draw calls.

Technical Artist

2024 →

Now at Cvent: automating pipelines with Python and ExtendScript, owning asset lifecycle and performance, and translating between artists and engineers every day.

  • Creative Thinking
  • Technical Problem Solving
  • Cross-Team Collaboration
  • Production Workflows
  • Pipeline Optimization

Technical Expertise

Four domains, one continuous pipeline.

Select a domain to see the specific surface area I own in production.

Technical Art

Asset Integration
Content Implementation
Pipeline Development
Optimization
Performance Tuning

Every item here has shipped in a real production context — reviewed by peers, documented, and maintained across sprints rather than demoed once.

Featured Projects

Production problems, solved end to end.

Each of these started as a bottleneck someone was absorbing manually. The work below is the system that replaced it.

01Templated animation at campaign scale

Motion Graphics Production System

Challenge
Promotional and UI animation requests arrived faster than they could be hand-built, and every comp was rebuilt from scratch with inconsistent timing and brand treatment.
Solution
Built a modular After Effects system: master comps with exposed controls, expression-driven timing curves, and ExtendScript automation for versioning, renaming and batch render setup.
  • After Effects
  • ExtendScript
  • Illustrator
  • Photoshop
  • Animate

Impact

↓ Rework
Single source master comps
Consistent
Shared easing + brand timing
Batch
Scripted versioning & renders
Technical breakdown ↓
  • Control-null rig exposes duration, delay and easing per element
  • Expression library replaces manually keyed secondary motion
  • ExtendScript panel handles duplication, renaming and render queue setup
  • Naming convention enforced at export so downstream QA is deterministic
02Concept → asset → optimization → deployment

AR Experience Pipeline

Challenge
Client-facing AR experiences had to run on mid-tier mobile hardware while keeping the visual fidelity approved in concept — with no formal handoff between art and build.
Solution
Defined an end-to-end pipeline: budgeted concept, authored assets to spec in Blender, baked and atlased materials, then integrated and profiled in Unity before deployment.
  • Unity
  • Blender
  • Substance workflows
  • C#
  • Git
ConceptAssetsOptimizeDeploy

Impact

Mobile
Target hardware held framerate
Repeatable
Documented per-stage checklist
Faster QA
Spec violations caught pre-integration
Technical breakdown ↓
  • Stage 1 — Concept: define poly, texture and draw-call budget before modelling
  • Stage 2 — Asset creation: authored to budget, LODs generated at export
  • Stage 3 — Optimization: atlasing, bake-down, material consolidation
  • Stage 4 — Deployment: on-device profiling pass, then signed build
03Fidelity under a fixed performance budget

Real-Time Environment Production

Challenge
Interactive environments needed to feel lit and detailed while staying inside a strict real-time frame budget on varied hardware.
Solution
Modular kit-based construction, instanced set dressing, baked lighting with a light real-time layer, and a profiling loop run at every milestone rather than at the end.
  • Unity
  • Blender
  • Lightmapping
  • Profiler
  • Perforce

Impact

Modular
Kit reuse across scenes
Instanced
Draw calls kept in budget
Baked + RT
Hybrid lighting strategy
Technical breakdown ↓
  • Kit pieces authored on a shared grid so meshes snap and reuse materials
  • GPU instancing for repeated dressing; atlased materials to cut batches
  • Lightmap resolution tiered by surface importance, not applied uniformly
  • Profiler capture at each milestone with a written regression note
04Manual steps replaced with one-click tooling

Production Pipeline Automation

Challenge
Artists lost hours per week to repetitive prep: renaming, exporting, validating and moving files between Blender, Unity and After Effects.
Solution
Wrote Python and ExtendScript tooling that collapses the repeat work into single operations, with validation running before an asset ever reaches the engine.
  • Python
  • Blender API
  • Unity Editor Scripting
  • ExtendScript
BEFOREAFTER

Impact

Hours → Minutes
Prep time per asset batch
Zero-drift
Naming enforced by tool, not memory
Team-wide
Shipped to the whole art team
Technical breakdown ↓
  • Before: export → rename by hand → move → import → fix errors → repeat
  • After: select assets → run tool → validated, named, exported, imported
  • Validation rules live in one config so standards change in one place
  • Failures report the exact rule broken instead of a generic error

Motion Graphics

A production system for motion, not a reel of one-offs.

Motion graphics is where I started and where the systems thinking began — templated comps, scripted variants and a shared timing language across every deliverable.

After Effects

Master comps, expression rigs and scripted variant production.

Animation

Timing, easing and secondary motion applied as a system, not per shot.

Visual Storytelling

Structure first — the sequence carries the message before the polish.

Promotional Content

Campaign-ready output at variant scale, on brand every time.

UI Animation

Interface motion that communicates state instead of decorating it.

Timing system

stagger 70ms · ease-out-expo · shared across deliverables

Interactive Technical Demos

Not screenshots — working tools, running in your browser.

These are the same checks I run in production, rebuilt as live demos so you can poke at the logic rather than take my word for it.

D1

Asset Naming Validator

Enforces the convention CATEGORY_TYPE_NAME_v### before an asset reaches the engine.

● Invalid
  • Contains whitespace — use underscores
  • Contains illegal characters (A–Z, 0–9, _ only)
  • Expected 4 segments: CATEGORY_TYPE_NAME_v###
  • Unknown category — use one of CHR, ENV, PRP, VFX, UI
  • Unknown type — use one of MDL, TEX, MAT, ANM, RIG
  • Missing version suffix — expected v001 style

Suggestion

ENV_MDL_asset_v001

D2

Texture Budget Checker

Estimates GPU texture memory and flags the optimisation I'd actually apply first.

Estimated VRAM
64.0 MB
Per texture
2.67 MB

against a 768 MB reference budget

  • Budget looks healthy for a mid-tier mobile / real-time target.
D3

Draw Call Estimator

Models how instancing and batching collapse per-mesh submissions into batches.

Estimated draw calls
27
Reduction vs naive
92%
  • Enable static batching for non-moving geometry sharing a material.
D4

Animation Timing Playground

Timing, stagger and easing are design decisions — adjust them and watch the curve respond.

Tool Development

Tools built for the team, not for the demo.

Every tool below started with someone losing hours to a repeatable task. Mock UI shown where the source lives inside studio repositories.

Python · Blender API

Blender Automation Tool

  • ▸ Normalize transforms
  • ▸ Validate scale (1.0)
  • ▸ Generate LOD_0…2
  • ▸ Export → /Unity/Assets
Problem
Export prep was manual: origin fixes, scale checks, LOD naming, collection sorting.
Solution
An add-on panel that normalises transforms, validates scale, generates LOD suffixes and exports to the engine folder in one operation.
Production impact
Export prep dropped from a per-asset chore to a single click across a selection.

ExtendScript · AE

After Effects Automation Scripts

  • ▸ Load variant list
  • ▸ Duplicate master comp
  • ▸ Swap text + assets
  • ▸ Queue render
Problem
Repeated comp duplication, renaming and render-queue setup across campaign variants.
Solution
A ScriptUI panel that clones master comps, swaps text/asset layers from a data list and queues renders with the correct output module.
Production impact
Variant production became data-driven instead of hand-assembled.

Python

Batch Processing Tool

  • ▸ Watch: /inbox
  • ▸ Resize tiers 2K/1K/512
  • ▸ Pack AO·R·M
  • ▸ Write manifest.json
Problem
Hundreds of source files needed the same conversion, resize and channel-pack pass.
Solution
Headless batch runner over a watch folder with a per-project config for resolution tiers, formats and packing rules.
Production impact
Bulk passes run unattended; artists no longer babysit conversions.

Python · Unity Editor

Asset Renaming Utility

  • ▸ Rule: CAT_TYPE_NAME_v###
  • ▸ Dry run (42 changes)
  • ▸ 0 collisions
  • ▸ Apply
Problem
Inconsistent names broke references and made automated QA impossible.
Solution
Rule-driven renamer with dry-run preview, collision detection and reference-safe application inside the editor.
Production impact
Naming drift eliminated at the source rather than caught in review.

Python · C#

Asset Validation System

  • ✓ Naming
  • ✓ Poly budget 12k/15k
  • ✕ Texture 4096 > 2048
  • ✓ Materials 3/4
Problem
Bad assets reached the build and surfaced as performance or QA issues late.
Solution
Pre-import validation on naming, poly budget, texture size, material count and missing references, with actionable failure messages.
Production impact
Failures report the exact rule broken, so fixes take minutes not hours.

Python · Git · Perforce

Pipeline Automation Toolkit

  • ▸ validate()
  • ▸ export()
  • ▸ import_to_engine()
  • ▸ submit(changelist)
Problem
Each tool solved one step; the handoffs between them were still manual.
Solution
A shared toolkit wrapping validation, export, import and version control submission behind one consistent interface and config.
Production impact
One config governs standards; changing a rule updates the whole team's workflow.

Technical Case Studies

Challenge, solution, result.

Written the way I'd present them in a review: what was breaking, what I changed, and what actually improved.

Case Study 01

Errors: ReducedFindability: ImprovedOnboarding: Faster

Asset Management Workflow

Challenge

Large content libraries grew faster than the conventions governing them. Assets were duplicated, versions were ambiguous, and finding the correct file depended on tribal knowledge.

Solution

Standardised naming conventions across categories, types and versions; encoded them in a validator and a renaming utility so the standard was enforced by tooling rather than by review.

Result

Reduced integration errors and improved consistency across projects — new team members could locate and trust assets without asking.

Case Study 02

Delivery: Faster cyclesConsistency: Shared easingManual steps: Automated

Animation Production Optimization

Challenge

Repeated manual edits across animation variants: the same comps rebuilt, retimed and re-exported for every request, with drift in easing and brand treatment.

Solution

Reusable master templates with exposed controls plus scripted duplication, layer swapping and render queueing — turning variant work into a data-driven pass.

Result

Faster delivery cycles with consistent motion language across every output.

Case Study 03

Defects: Caught earlierQA load: ReducedQuality: Higher

Content Validation Pipeline

Challenge

QA became the bottleneck: problems surfaced after integration, when fixing them meant re-exporting, re-importing and re-testing.

Solution

Moved validation upstream — naming, budgets, texture sizes and references checked before import, with a documented review workflow and peer-review checkpoints.

Result

Higher quality deliverables with fewer late-stage surprises and a shorter feedback loop for artists.

Experience

Five years, three studios, one trajectory.

Generalist → FX and AR → Technical Artist. Each step added a layer of technical ownership on top of the craft.

Kamiwaza Technology Solutions

Jan 2021 – Feb 2022

2D/3D Generalist

  • Created motion graphics, marketing animation and digital content across the Adobe Creative Suite.
  • Produced 2D/3D assets for campaigns and interactive media.
  • Supported pipeline improvements and asset optimization workflows.

Queppelin Technology Solutions

Apr 2022 – Aug 2023

3D Technical & FX Artist

  • Developed AR, Metaverse, NFT and interactive real-time experiences for global clients.
  • Integrated assets into Unity pipelines with optimization for real-time deployment.
  • Maintained technical documentation, production standards and asset pipelines.

Cvent

Jan 2024 – Present

Senior 3D Visualization Artist

  • Deliver large-scale real-time visualization, animation and interactive content projects.
  • Build automation tools and plugins for Blender, Unity and After Effects in Python and ExtendScript.
  • Own asset lifecycle: integration, optimization, validation and performance tuning.
  • Run peer reviews and enforce QA standards across production pipelines.

Education

B.Voc — Film Making & AnimationJagannath Institute of Management Sciences (JIMS)

What I Bring To A Team

The surface area I cover on day one.

A technical artist is only useful if the team feels it in their week. This is where I take load off people.

01

Technical Art

Translating art intent into engine-safe, budgeted, integrated content.

02

Motion Graphics

Animation systems with a shared timing and brand language.

03

Interactive Media

Unity and AR experiences that hold framerate on real hardware.

04

Tool Development

Python and ExtendScript tooling shipped to the whole team.

05

Optimization

Texture memory, draw calls, LODs and lighting inside a fixed budget.

06

Production Pipelines

End-to-end flow from DCC export to version-controlled build.

07

Documentation

Written standards that survive team changes and onboarding.

08

Automation

Removing the repeatable so people spend time on the creative.

09

Cross-Team Communication

Fluent with both artists and engineers, in both directions.

10

Quality Assurance

Validation upstream, peer review, regression notes per milestone.

11

Agile Delivery

Sprint planning, reviews and predictable delivery tracking.

Resume

The full record, one page down.

Full experience, core skills, scripting and tooling stack, collaboration workflow and education — formatted for both recruiters and technical leads.

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Contact

Let's Build Better Creative Pipelines Together

Open to Senior Technical Artist, Technical Content Artist and Pipeline / Real-Time Content roles — on-site, hybrid or remote.