Martin Moen

Developer & 3D Artist

A highly motivated and results-oriented Technical Artist with a passion for streamlining workflows and maximizing efficiency. I specialize in pipeline optimization, tool development, and workflow automation for game development and visualization. My expertise includes Python, C#, C++, Rust, and full-stack development, and game engine development within Unreal Engine and Unity 3D.

I am a Technical Artist and Pipeline Engineer driven by a passion for solving complex problems and optimizing creative workflows. With a strong foundation in both 3D art and software development, I specialize in building tools and automating tasks to boost productivity in visualization and game development. My technical skill set is centered around Python, C#, and Rust, alongside experience in full-stack development, covering everything from frontend and backend architecture to databases. I am adept at working within the Unreal and Unity engines to create efficient, robust pipelines that empower artists and engineers to achieve their best work.

Throughout my career, I have successfully implemented automation tools that have yielded significant results. At Aker Solutions, I developed solutions that automated a manual workflow, cutting 150 hours of work for the lead engineer , and created tools that reduced production timelines from weeks to just days. I also played a key role in transitioning parts of the workflow to real-time rendering in Unreal and introducing version control systems like Perforce and Git to the department. Previously at OSC, I focused on creating scripts and optimizing 3D asset pipelines for simulation, which allowed our small art team to spend more time on creative tasks. I am always eager to apply my experience to new challenges in a forward-thinking organization.

Work Experience

Aug 2023 - Present

Developer · Aker Solutions Verdal Yard

I have covnerted the internal Blender addon from a node based tool to a properly organized Python project, which has allowed for scaling and optimizations in the workflow. I am responsible for several web and SPA projects that cuts works for engineers with weeks. I am developing soluitions and prototypes in Unity using C# and Unreal using C++

  • Python
  • Blender
  • React
  • Vue
  • Fullstack Development
  • SQL
  • Pipeline Engineering
May 2019 - Jul 2023

Technical Artist · OSC

Part of a very small art team modelling, optimizing and ensuring functionality for 3D assets used in an offshore simulator. There was a lot of focus on tools and pipeline development, and during my time at OSC I developed tools that drastically reduced our asset production and delivery (in some cases from weeks to days). I was also in contact with 3rd party outsourcing company, ensuring that the work we sent over to them was clearly defined and provided feedback on their deliveries. From mid-2022 I was acting Lead Artist.

  • 3DS Max
  • Maxscript
  • Python
  • Tool Development
  • Pipeline Engineering
  • Team Lead
Jun 2017 - Apr 2019

Co-founder and Creative Director · Window Licker Games

One of the founders of the VR/AR focused game company after our studies. I was the only in-house artist and was in charge of designing, producing and implementing all the visual assets used in our games. We published 2 mobile games and 1 VR game.

  • Game Development
  • Creative Directing
  • Workflow Design
  • VR/AR
  • Art Asset Production
Nov 2018 - Feb 2019

Frontend Developer · Smart Media

Worked on designing website solutions for clients using Wordpress, doing quality checks on co-workers work and giving feedback

  • Wordpress
  • Javascript
  • Web Design

Education

Aug 2014 - Jun 2017

Games and Entertainment Technology · Nord University

The education at Nord offered a wide curriculum touching upon many aspects within game development like design, art, sound and programming. Both theoretical and practical. The cornerstone of this program was its "GameLab" subjects where the students each semester went into groups and had a semeester to pitch, produce and deliver a game. This is where we got to hone the speciality we wanted to pursue.

Skills

Languages

Python
JavaScript
Maxscript
C#
C++
AutoLISP

Frameworks & Libraries

React
Next.js
Vue
Tailwind CSS
Flask
SQLAlchemy
Pytest

Tools & Software

Unity 3D
Unreal Engine
Git
Blender
3DS Max
Adobe Suite

Volunteering

3D Artist · Skyblivion

I have been part of the Skyblivion mod dev team making and integrating 3D models. Skyblivion is a mod project that aims to recreate The Elder Scrolls IV: Oblivion in Skyrim's engine. For the project I made models for the Scales and Weights, Upper Class tapestries, lower class tapestries and the Leyawiin lower class home segments. Not only did I create the 3D asset, I also converted them to .nif files and ensured they were functioning as needed in the Creation Engine.

  • Modding
  • 3D Modelling
  • Asset Integration

3D Artist · Elder Kings 2

As part of the Elder Kings 2 I created and implemented 3D models. Elder Kings 2 is a recreation mod for Crusader Kings 3 that aims to do a full conversion to the Elder Scrolls universe. As an artist in the mod team I created the "crown of Verity" hero asset, generic staves and foilage pack for the level designers. I also implemented the asset in game following Paradox's standard for asset integration for CK3, which proved especiialy challenging for the staves as they are a completely new weapon type in the game.

  • Modding
  • 3D Modelling
  • Asset Integration

Internal Activities Planner · OSC

At OSC I took initiative to plan and initiate many social events, especially gaming related ones. At my time there we ended up having quarterly weekend Game Jams, DnD sessions and social meetups in the evenings.

  • Social
  • Planning
  • GameJams