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Ricardo CarreiroRC
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Ricardo Carreiro

@ricardocarreiro

Senior Environment Technical Artist specializing in Unreal Engine 5 real-time worlds and shaders.

Portugal
Message

What I'm looking for

I’m looking for a Senior UE5 Environment/Technical Art role where I can own lighting, atmosphere, and shader systems end-to-end, collaborate tightly with artists and engineers, and help deliver large-scale real-time worlds with high visual standards.

I’m a Senior Environment Technical Artist and UE5 specialist with +11 years creating real-time 3D content across open world games, simulation, and VR. I ship large-scale environments while owning the full art pipeline—from sculpt and texture to final in-engine lighting and rendering.

I direct visual development end-to-end, from lighting and atmosphere to volumetrics and post-process, and I build shader and material systems that accelerate visual production. I’m equally comfortable designing particle-driven weather and atmospheric effects (Niagara) as I am authoring master materials, procedural workflows, and custom UE5 shader logic.

On top of artistry, I’m performance-minded: I work with Nanite/Lumen, LODs, PCG, streaming, and GPU profiling to protect fidelity under strict constraints. I thrive on collaborating across art and engineering—bridging tools (Blueprints, Niagara scripts, UI) with robust technical standards—so the whole project consistently raises the visual bar.

Experience

Work history, roles, and key accomplishments

OI
Current

Senior Environment Technical Artist

Ocean Infinity

Jan 2019 - Present (7 years 5 months)

Directed visual development of underwater and surface open-world environments, owning lighting, atmosphere, volumetrics, and post-process for VR and real-time simulation. Built master material and shader libraries plus Niagara water/fog atmospheric effects, while improving performance through UE5 rendering and optimization workflows.

BE

Technical Artist / Environment Art

Bigmoon Entertainment

Oct 2013 - Nov 2018 (5 years 1 month)

Produced large-scale open-world racing/simulation environments, including Dakar 18 with 18,000+ km² of playable terrain. Owned end-to-end environment lighting and terrain composition, bridging 3D teams and programmers to deliver consistent visual quality across dynamic day/night and interior/exterior setups.

Education

Degrees, certifications, and relevant coursework

OL

Odd-School Lisboa

3D Art & Technology

2013 -

Completed 3D Art & Technology studies at Odd-School in Lisbon in 2013.

ISCTE–IUL logoIS

ISCTE–IUL

Master in Architecture, Architecture

2005 - 2010

Completed a Master in Architecture at ISCTE–IUL in Lisbon from 2005 to 2010.

Tech stack

Software and tools used professionally

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