Portrait of Fran Fernandez outdoors in winter clothing

Fran Fernandez

Senior Technical Artist & Graphic Engineer

Unreal Engine & GPU optimization, shaders and Houdini/procedural tools — currently at Square Enix, Osaka. 18+ years turning rendering problems into fast, good-looking games.

📍 Osaka, Japan 🏢 Square Enix 🗣️ English · Spanish · Portuguese · Japanese

About

18+ years making interactive things run — and look — better

I've been developing interactive content for over 18 years. Since 2006 I've worked on games, apps and web projects with companies including LG, Jaguar, Land Rover, Square Enix Japan, Grasshopper Manufacture, DeNA, Google and Unity.

Starting in 2010 I focused on Unity, releasing titles for iOS, Android, PS Vita, PS4, Xbox and VR. I handled programming, shaders, UI/UX, VFX and GPU optimization, contributed to Universal Render Pipeline documentation and early R&D, and gave GPU-optimization talks at Unity Unite and events across Japan.

Since 2020 I've worked mainly in Unreal Engine, building Nanite optimization tools, World Position Offset deformation systems, and in-engine procedural tools that don't depend on Houdini. I bake information into vertex color and reconstruct it in HLSL for efficient, fully-controllable shader effects — including node-free LOD, instancing and masking tools for artists, plus shaders for fBM ink blending, posterization, fake volumetrics, bloom, distortion and per-instance masking.

Outside work I've shipped iOS games, a Facebook game that reached 350,000+ users, and a personal website with over 4 million monthly views, and I've built interactive showcase demos for brands like Jaguar and LG. I'm endlessly curious about recreating the effects I see in games and film, and I like combining solid code with strong visuals. I've lived in Osaka for 12+ years.

Expertise

  • Unreal Engine & Nanite
  • Unity & URP
  • Shader / HLSL programming
  • GPU & mobile optimization
  • Houdini & procedural tools (PCG)
  • UI/UX & VFX
  • Tools & pipeline programming (C#)
  • AI content creation (ComfyUI, LoRA, video gen)
Work

Selected projects

Game and interactive projects spanning Technical Art, UI/UX, shaders, tools and full-stack programming.

EA SPORTS Tactical Football

EA SPORTS Tactical Football

KLab Inc. / EA SPORTSMobileNov 2020 – May 2021

  • UI/UX Prototyping
  • Card Design
  • Team Leadership
  • Tools

Prototyped UI and card designs and led UX prototyping for EA Sports Tactical Football, researching new technology for licensing and other mobile-specific requirements. I set UI/UX guidelines and produced graphic design and working prototypes for the team, leading with visual assets and real-device samples, sharing optimization workflows, and building tools and samples for scalable UI across mobile and console platforms.

Magatsu Wahrheit

Magatsu Wahrheit

KLab Inc.Android · iOSAug 2018 – Feb 2020

  • GPU & Mobile Optimization
  • Technical Art
  • Tools & Pipeline

The flagship optimization project behind both talks in the Talks section below. I optimized this mobile title for Android and iOS — displaying up to 100 unique characters on target devices, stabilizing frame rate on older hardware, and fixing shader-compile frame spikes. I built tools for design/asset creation and pipeline workflow, profiled performance with Snapdragon Profiler, Xcode and Mali Graphics Debugger, and raised the frame rate from 8–15 FPS to a stable 30–45 FPS. I also reduced memory usage and fixed leaks, corrected render order and background composition, built Unity/Maya tools for combining meshes, and developed an original post-processing stack (bloom, fake HDR, native depth texture for depth of field, and more).

Love Live!
All Stars

Love Live! All Stars

KLab Inc.MobileJan – Dec 2019

  • GPU Optimization
  • Profiling
  • Post Effects

Supported the Love Live! All Stars team with GPU optimization techniques, profiling-tool workflows, and development of custom post-processing effects.

Saint Seiya
(Mobile)

Saint Seiya (Mobile)

DeNA / MobageMobileJun 2017 – Sep 2018

  • Workflow & Asset Pipeline
  • Shader Creation
  • Tools (C#, Mel)
  • Post-Process

Built the workflow and asset pipeline for this mobile Saint Seiya title, creating and profiling shaders and developing Maya/Unity tools (C#, Mel) for asset import. Worked on post-processing and rendering, helped decide target-device GPU budgets, produced technical DCC samples, and built prototypes for effects, UI and animation.

Monochrome character portrait grid with glitch overlay and The 25 Ward game logo

The 25 Ward

Active Gaming Media / Grasshopper ManufacturePC (Steam) · PS4Dec 2016 – Jun 2017

  • Technical Art
  • Shaders
  • 3D Assets
  • UI Animation
  • Logo Proposal
  • C#

R&D-driven technical art on The 25 Ward, moving from prototyping into a full Technical Artist role: building new shaders and icon/animation systems in Unity for PC and PS4, researching Substance Painter/Designer and Houdini workflows, and working with deferred rendering and PBR materials. I also created 3D assets for the target prototype, proposed logo concepts, and programmed procedural background animations for menus.

*Character design and illustration by Grasshopper Manufacture.

Sci-fi trading card battle UI for Astro Boy: Edge of Time with a holographic card and neon frame

Astro Boy: Edge of Time

Active Gaming Media / Tezuka ProductionsPCMar – Oct 2016

  • Web Design
  • Trailer & Promo
  • UI Design
  • Shader Programming
  • VFX
  • C# / PHP

Sporadic contributor to this project with a broad brief: designed the logo and the first revision of the PC battlefield UI, card frames and deck layout, and supported the core team with shader programming. I also designed and built the promotional website (JavaScript, jQuery, PHP) and produced the assets, animations and effects for the trailer video, plus implemented the DMM API for pre-registration and login on the server side.

*Character design and illustration by their respective creators. The project's promotional microsite and trailer were retired along with the old host and are not part of this migration.

Project Nimbus mecha unit menu screen with pilot select and audio log list

Project Nimbus

Active Gaming Media / GametomoPS4Jan – May 2017

  • UI/UX
  • Shader Programming
  • UI Animation
  • C#
  • Unreal Blueprint

Led the redesign of the in-game UI, first implementing it in Unity3D with new shaders, camera effects and UX-driven interface programming. The prototype was later rebuilt in Unreal Engine 4 — my first hands-on work with Blueprint and the UE Material Editor, where I ported the shaders originally created in Unity. I also designed the trophy artwork.

*Characters and 3D assets by Gametomo.

The Silver Case neon cyberpunk main menu with case selection and radio dial

The Silver Case

Active Gaming Media / Grasshopper ManufacturePC (Steam) · PS4Apr 2016 – Mar 2017

  • Logo Design
  • UI/UX
  • Shader Programming
  • PS4 Port
  • C#

Directed by Suda51 — I designed and implemented the new UI/UX for the remaster, including menus, backgrounds and animations for both PC and PS4, and programmed the interface logic in C#. I designed the new logo and title screen, then ported the game from Unity PC to PlayStation 4: rewriting shaders, adding PS4-specific functionality (save data, screenshots, rumble) via NPToolKit, and designing and implementing the trophies.

*Character design and illustration by Grasshopper Manufacture.

Low-poly origami fish characters facing off underwater in Ori the Origami Fish

Ori the Origami Fish

Active Gaming Media — solo projectAndroidApr – May 2016

  • Game Design
  • UI/UX
  • Illustration
  • C#

A one-month, solo-built mobile game designed around fast, ad-monetized play. I handled every part of production — art, programming and release — including the promotional video and store assets. It reached 5,000 downloads in its first week and ranked in the top 100 of Google Play's Kids category with no paid promotion or outside help.

Battle de Maou title screen with cartoon heroes and villagers

Battle de Maou (Maison de Maou)

Active Gaming Media / Petit DepottoiOS · AndroidMay – Nov 2015

  • Art Direction
  • Map-Editor Tool
  • UI/UX
  • Illustration
  • Logo
  • C# / PHP

Mobile port of a well-known Japanese indie title. I set the visual design language — menu guides, color palette, animation and FX — and produced most of the art assets: backgrounds, UI and logos for the Japanese and Taiwanese releases. I also designed the promotional website, coded menus and UX improvements, and built a Unity3D map-creation tool driven by JSON and scriptable objects.

*Character concept by Petit Depotto. The project's promotional cache site has been retired along with the old host and is not part of this migration.

NightCry game logo with bloodied scissors on a black background

NightCry

Active Gaming Media / Nude MakerPC (Steam)Mar 2016 – Jan 2017

  • Programmer
  • Bug Fixing
  • C#

Joined this Kickstarter-backed project weeks before release to fix bugs, optimize performance and resolve save-data issues under a tight deadline. What started as effectively unplayable shipped on schedule, stable enough to complete without any critical issues.

*Logo by Active Gaming Media / Nude Maker.

Spelunker World logo on a treasure map surrounded by explorer props

Spelunker World

Active Gaming Media / Square EnixPS4 · PS VitaNov 2015 – Mar 2016

  • Localization Dev
  • Porting
  • C#

My first PS4/PS Vita project — largely solo, getting the overseas version running on both platforms: shader programming, fixing inherited bugs, and producing and implementing new graphics and menus using the PS4 dev kit and API.

*Logo by Square Enix.

Gegege no Kitaro title screen over a green countryside landscape

Gegege no Kitaro

Active Gaming Media / DeNA MobageWeb browser gameDec 2014 – May 2015

  • Localization Dev
  • Illustration
  • Enemy Animation
  • ActionScript 3 / PHP / Angular

Localized an already-released Japanese title for overseas markets — programming country-specific features in ActionScript 3 and fixing bugs inherited from the previous developer, while illustrating and animating new enemies, backgrounds and UI. I rebuilt customer support from scratch in Angular/JavaScript, and later wrote a new PHP framework connecting the game client to the server so the team could move faster.

*Logo by DeNA / Mobage.

Flash.beat rhythm game interface mockup inside a Facebook app frame

FlashBeat

Personal projectFacebook browser game

  • Game Design
  • PHP / AS3 / MySQL
  • UI/UX

A rhythm game built in my spare time and released on Facebook Canvas with no advertising budget — it reached over 350,000 users, peaking near 100,000 in its first weeks and settling around 30,000 monthly active users for more than seven months. I built the full client and server stack and the design/UI myself, licensed short clips of popular tracks within fair-use length limits with links to buy the full songs, and grew a small 5,000-user community around its forum and chat.

Stylized 3D platformer scene from GuruGuru with a floating steampunk cart and tower

GuruGuru

Personal projectiPod · iPad · iPhone

  • Game Design
  • C# / PHP
  • 3D Art

My first Unity3D project, built to learn the engine — a small 3D game for iOS sold for $0.99 with around 4,000 downloads. I handled the logic, design, art and 3D myself over roughly two months; it was also my first project in C# and Xcode.

Collage of touch-panel and web design work for LG, Jaguar, Land Rover and Parque Arauco

Older Projects

Promaticmedia · Ministerio del Trabajo (Chile) · OVO2006 – 2012

Earlier-career work from Chile, before moving into game development:

  • Touch-panel kiosk for Parque Arauco shopping mall (store map & navigation)
  • Touch-panel kiosks for LG stores (LCD/LED/Blu-ray product showcase)
  • Touch-panel kiosks for Land Rover and Jaguar showrooms
  • iPad inventory-management app ("Sparta")
  • Web design for blogs
  • Web design for the automobile industry
  • Web design for the hotel industry
  • Browser game for MTV
  • Browser game & website for Chile's Ministry of Labour and Social Welfare
  • Promotional video for a transportation company
  • Multiple browser games for kids (OVO, 2006–2009)
Talks

Speaking & publications

I speak about GPU optimization, profiling and rendering pipelines at events across Japan.

Unity Unite Tokyo 2019 · Sep 26, 2019

GPU Optimization for Cutscenes — Magatsu Wahrheit

A behind-the-scenes look at the custom profiling toolkit built to track down cutscene frame-rate problems in Magatsu Wahrheit — including an in-house web profiler, an overdraw viewer, and a GPU heatmap tool that could log real device sessions without a cable attached. Covers the custom post-processing, draw-call and shader fixes that came out of that data, and how the team used the tooling day to day.

  • Custom profiling tools
  • Overdraw & heatmap viewers
  • Cutscene GPU optimization
  • Draw-call reduction
  • Shader-variant warm-up
Fukuoka City · Aug 2019

Mobile Rendering Optimization — Magatsu Wahrheit

A deep dive into taking Magatsu Wahrheit's cutscenes from 8–9 FPS to a stable 30 FPS on mid-range, 2015-era phones: why Unity's stock Post Process Stack v2 didn't fit mobile, the custom post-processing pipeline that replaced it, and the draw-call and shader work that closed the remaining gap. Wraps up with a repeatable checklist covering Early-Z testing, texture sizing, camera culling and shader-variant warm-up.

  • Mobile GPU profiling
  • Custom post-process pipeline
  • Draw-call & batching
  • Early-Z & camera culling
  • Shader optimization checklist