SE Simon Evans

Lead Technical Artist / Rendering Engineer

Real-time rendering for games, VR, XR and production teams.

Simon Evans helps art and engineering teams ship better-looking, better-performing real-time experiences: shader systems, VFX pipelines, production tooling, optimisation and hands-on technical art delivery.

Expertise

Practical technical art across rendering, content pipelines and performance.

01

Rendering & shaders

Anisotropic hair, glass, PBR pipelines, skin, retina, cloth, vegetation, heat haze and stylised character rendering.

02

VFX systems

VFX system prototyping and implementation, cinematic transitions, card burn-up effects, x-ray effects and gameplay feedback.

03

Production tooling

DCC scripts, batch processing, UV blending, lightmap workflows, animation baking and asset conditioning systems.

04

XR performance

Profiling, code optimisation, stereo rendering constraints, PSN multiplayer systems and high-fidelity VR simulation work.

Selected work

Shipped work across games, VR, XR and real-time simulation.

RS3
JagexRuneScape

RuneScape (RS3)

Rendering systems, shader architecture, VFX systems and production pipeline support.

  • Prototyped and implemented the new VFX system in RuneScape.
  • Implemented anisotropic hair shaders, glass effects and PBR shader pipeline contributions.
  • Supported avatar rework, asset conditioning, DCC tooling and large-scale batch processing.
Visit RuneScape
Chronicle: RuneScape Legends video thumbnail
JagexLaunch project

Chronicle: RuneScape Legends

Stylised rendering, Unity tooling and shader engineering for a distinctive card-battler world.

  • Created stylised character and terrain shaders, including card and special-effect materials.
  • Implemented heat haze and card burn-up effects.
  • Built Unity tools for UV blending, light and shadow map baking, profiling and content workflows.
View project
Korix PSVR video thumbnail
Independent / PSVRVR release

Korix (PSVR)

VR engineering, multiplayer systems and complete art pipeline ownership.

  • Owned all building and unit modelling, shaders, lighting and VFX.
  • Integrated PSN multiplayer, lobbies, achievements and voice chat.
  • Produced intro sequences, cutscenes, trailers, profiling and code optimisation.
View on PlayStation
Bodycount video thumbnail
Codemasters GuildfordTechnical Art Lead

Bodycount

Ego toolset pipelines, art-facing tools, shader R&D and technical art leadership.

  • Designed and implemented pipelines, object exporters, validation tools and Maxscript libraries for the Ego asset pipeline.
  • Developed HLSL shaders for a deferred renderer and MetaSL viewport shaders for 3ds Max.
  • Led cross-studio art team support, tools beta testing, documentation and mentoring for technical artists.
Watch trailer
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Pivotal GamesMulti-title franchise

Conflict Desert Storm Series

VFX, lighting, physics simulation, environment art and workflow tooling.

  • Delivered effects, lighting and physics simulation workflows.
  • Created environment and prop modelling, texturing and animation baking support.
  • Built in-house tools to improve authoring workflows.
View studio context
F44
Absolutely GamesRecent release

Classified: France '44

Lighting optimisation, environment shaders, vegetation rendering and art team support.

  • Optimised lighting and shadow performance across environments.
  • Improved environment shaders and vegetation LOD setup for models and shaders.
  • Provided technical art best-practice guidance to production teams.
View on Steam
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FundamentalVRMedical XR

FundamentalXR

Medical simulation, VR rendering and realism-focused shader research.

  • Developed realistic skin, eye, retina and cloth shaders for surgical simulation.
  • Created x-ray transition and stereo microscope visualisation effects.
  • Balanced visual fidelity with VR performance constraints.
Visit FundamentalXR
Unity Labs GDC 2015 video thumbnail
Unity TechnologiesGDC showcase

Unity Labs Demo - GDC 2015

Cutting-edge skin shading for a public real-time rendering showcase.

  • Developed the scientist character skin shader featured during the Unity 5 reveal demo.
  • Contributed high-end character rendering work to a globally visible engine presentation.
Watch demo
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Relentless SoftwareKinect / Xbox 360

Nat Geo TV Kinect

Kinect R&D, real-time shader systems, world-editor pipelines and Xbox 360 deployment tooling.

  • Researched Kinect-driven real-time effects using particle clouds generated from depth data.
  • Built 3ds Max world-editor pipelines with real-time game shader previews using Nitrous and Mental Ray MetaSL.
  • Collaborated with tools and engine teams on validation tools, exporters and rapid deployment to Xbox 360 dev kits.
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Fit for lead/senior technical art roles

Useful at the point where art quality, engineering and production meet.

Simon's background combines AAA rendering, VR delivery, multiplayer integration, technical art leadership, shader R&D and production tooling. He is strongest in roles that need someone who can move between artists, engineers and production, then turn visual ambition into reliable shipped systems.

XR rendering Shader R&D Performance engineering Artist-facing tooling Technical leadership Cross-discipline collaboration

Career highlights

From live franchise production to specialist immersive simulation.

Architected next-generation VFX systems for RuneScape.

Contributed to PBR pipelines, avatar rendering and scalable asset workflows.

Delivered PlayStation VR multiplayer features alongside full visual ownership.

Created shaders showcased during Unity's GDC 2015 reveal.

Applied advanced real-time rendering to high-fidelity medical XR training.

But wait, there's more

Blockchain platforms, backend APIs and web-based production systems.

Alongside games and technical art, Simon has led Laravel, GraphQL, neo4j, Vue, MySQL and integration-heavy platform work for blockchain, education, asset management and events software.

View software work