Bogomil Urukov

Senior Lighting Artist at Wushu Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Guildford, England, United Kingdom, GB
Languages
  • English Full professional proficiency
  • Bulgarian Native or bilingual proficiency

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5.0

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Mike Smith

I recruited and managed Bogomil at Exient Malta. He’s always impressed me with his can-do attitude and approach to work. Equally comfortable with 3D modelling, world design and the more technical aspects of lighting and materials, he’s been a great asset to the team. Very easy to work with, friendly and a great team-worker, always offering to help others and improve the art effort. He’s shown enormous versatility across multiple art areas, his lighting work is very strong, and he’s always pushing to improve by exploring new technology or techniques. I really enjoyed working with him on multiple projects at Exient and would love the chance to work with him in the future.

Yasen Stoynev

I had the pleasure to work with Bogomil for more than 3 years in UbiSoft Sofia in multiple AAA projects. In some of the games we were working directly together for some game locations - me creating the level design layout and/or missions and Bogomil creating 3D assets, beautifying the location and helping with all possible aesthetic and technical support and directions. In terms of professionalism he is as good as an artist gets, always managed to achieve not only great results visual wise, but to work clean and in perfect coordination with Level Design & Mission Design departments. His knowledge of game development pipelines and technical restrictions and optimization for assets and layouts is impressive. In terms of character and team work I always enjoyed working with Bogomil. He knows how to receive and provide feedback and act accordingly. He is is also a great person and easy to approach, good company both in and out of the office. I can strongly recommend Bogomil and I am sure he would fit in any game dev or art studio right away and start achieving great results in no time!

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Credentials

  • Certificate of Achievement
    Current Level in English B1
    Feb, 2012
    - Nov, 2024

Experience

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Senior Lighting Artist
      • Oct 2022 - Present

    • United Kingdom
    • Computer Games
    • 200 - 300 Employee
    • Senior Lighting Artist
      • May 2020 - Oct 2022

      Pre-baked and Real-time lighting. Working with Art Director, Environment Artists, Cinematographer, and Technical Artist to craft high quality lighting for game levels and cinematics. Pre-baked and Real-time lighting. Working with Art Director, Environment Artists, Cinematographer, and Technical Artist to craft high quality lighting for game levels and cinematics.

    • Computer Games
    • 1 - 100 Employee
    • Senior LookDev Artist
      • Apr 2017 - May 2020

      Work collaboratively with technical artists, art director and engineers to achieve incredibly realistic and detailed environment lighting and assets. Follow the latest Unreal Engine rendering technologies and evaluate their impact on the look-dev pipeline and workflows. Research resources and game materials for the development of graphics. Software platforms Autodesk 3ds max, Unreal Engine 4. Work collaboratively with technical artists, art director and engineers to achieve incredibly realistic and detailed environment lighting and assets. Follow the latest Unreal Engine rendering technologies and evaluate their impact on the look-dev pipeline and workflows. Research resources and game materials for the development of graphics. Software platforms Autodesk 3ds max, Unreal Engine 4.

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior LookDev/Lighting Artist
      • Feb 2017 - Apr 2017

      Developing new services or products, or improving existing services or products. Real-Time and Offline Rendering. Research and development of industry lighting and materials techniques, and standards. Debug technical issues. Create and tune lighting related visual effects including Day/Night Cycle and post effects. Developing game visual benchmarks, tech demos and In-house material library. Modifying shader parameters, applying texture maps, and iteratively refining the look to accomplish the art direction goals and integrating solutions into production pipeline. Working with UDK4, Unity, XGS central, V-Ray. Participate as a team member in determining various design and technical solutions. Provides feedback to other team members of the production. Working with a team of artists in a hands-on capacity to ensure technically and artistically proper implementation of look developed assets.Titles:''Angry Birds Go -Turbo Edition 2019''- Hatch''Angry Birds Transformers''-IOS, Android''Angry Birds GO''-IOS, Android''BBC Top Gear'' 2017- Android''F1 2016''- Apple TV Games Controller Optional, iPhone, iPad Pro, iPad Air''Poker Stars Power Up''-PC

    • Senior Lighting Artist
      • Feb 2016 - Feb 2017

      Working with Technical Artist, Environment Artists, Team Lead, and Art Director to craft high quality lighting for game levels and cinematics. Pre-baked and Real-time lighting via proprietary software. Maintain and ensure runtime performance and optimize when required. Create and tune lighting related visual effects including light flares, glows, and post effects. Collaborate with Art Director to develop specific color grading looks. Debug technical issues. Participate in a weekly art meetings, to communicate the weekly planning and review of current work in progress.Titles:F1™ 2016 MOBILE http://www.codemasters.com/game/f1-2016-mobile/Angry Birds Transformers https://www.angrybirds.com/games/angry-birds-transformers/BBC Top Gear 2017 https://www.bbcworldwide.com/Poker Stars Power Up https://www.pokerstars.eu/powerup/

    • France
    • Computer Games
    • 700 & Above Employee
    • Environment Artist at Ubisoft
      • Sep 2011 - Jan 2016

      Create the highest quality 3D art and textures that adhere to the project’s vision. Collaborate closely with the art teams and Art Director. Build and modify terrains, props and level art using Mudbox, 3ds max, Photoshop and exporting final geometry, optimising and importing to in-house engine.Trained junior members of the environment art team. Titles:Assassin's Creed Origins- Windows, PS 4, Xbox One (I've been working only first year from the beginning of the project)Beyond the Day – PS3, Xbox 360 and PCAssassin’s Creed 3 Liberation – PS VitaAssassin’s Creed 3 Liberation HD – PS3, Xbox 360 and PCAssassin’s Creed IV: Black Flag – PS3, Xbox 360Assassin’s Creed Rogue – PS3, Xbox 360

    • France
    • Computer Games
    • 700 & Above Employee
    • Environment Artist at Gameloft
      • Apr 2008 - Sep 2011

      Created 3D models (props, levels, visual effects, textures) and animation for Nintendo Wii, iOS and Android using 3ds Max, Photoshop, Glich engine.Titles:Texas Hold’Em Poker – Nintendo WiiZombie Infection – iPhone, iPad, Android touch9mm – iPhone, iPad, Android touchBrothers in Arms – iPhone, iPad, Android touch Created 3D models (props, levels, visual effects, textures) and animation for Nintendo Wii, iOS and Android using 3ds Max, Photoshop, Glich engine.Titles:Texas Hold’Em Poker – Nintendo WiiZombie Infection – iPhone, iPad, Android touch9mm – iPhone, iPad, Android touchBrothers in Arms – iPhone, iPad, Android touch

    • Environment Artist
      • May 2008 - Jul 2008

      Create 3d models and textures of ships for "Spirit ship simulator". Usеd software Multigen creator and Adobe Photoshop Create 3d models and textures of ships for "Spirit ship simulator". Usеd software Multigen creator and Adobe Photoshop

Education

  • New Bulgarian University
    Master's degree, Graphic design
    2006 - 2008
  • University of Veliko Turnovo
    Master's degree, Church easel art
    2001 - 2006

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