Arya Keane
Technical Artist

Arya Keane
Technical Artist

A Houdini lover who is dedicated and driven to learning and expanding my skillset!

A Houdini lover who is dedicated and driven to learning and expanding my skillset!

Who am I? .✦ ݁˖

My Background

Well, game development was certainly not where I would've expected to be 5 years ago now. Not that that's a bad thing at all. I come from the UK and after studying with the goal of becoming an engineer, I spent my time interning at Beverston Engineering learning so much and getting to know a lot of technical doodads! The future seemed unsure though, I always had a wish to move abroad to live my life somewhere new and challenging, so... I decided to move to Sweden and become a game developer. It was definitely scary at first, as all things are, but as a kid I loved to draw and well, 3D art was not too far off from 2D! .... right? So, I took a flight to Sweden - as one does - and landed myself at PlaygroundSquad studying game art. I had no idea what this would bring for me at the time, but during my time there I have gotten to know some of the most thoughtful people I've ever met, we laugh and cry together, we sing and dance and we have fun almost every day. I can't think of a better place to be and I want nothing more than to continue my journey in game development, I have really found my passion and joy here <3

My Background

Well, game development was certainly not where I would've expected to be 5 years ago now. Not that that's a bad thing at all. I come from the UK and after studying with the goal of becoming an engineer, I spent my time interning at Beverston Engineering learning so much and getting to know a lot of technical doodads! The future seemed unsure though, I always had a wish to move abroad to live my life somewhere new and challenging, so... I decided to move to Sweden and become a game developer. It was definitely scary at first, as all things are, but as a kid I loved to draw and well, 3D art was not too far off from 2D! .... right? So, I took a flight to Sweden - as one does - and landed myself at PlaygroundSquad studying game art. I had no idea what this would bring for me at the time, but during my time there I have gotten to know some of the most thoughtful people I've ever met, we laugh and cry together, we sing and dance and we have fun almost every day. I can't think of a better place to be and I want nothing more than to continue my journey in game development, I have really found my passion and joy here <3

My Background

Well, game development was certainly not where I would've expected to be 5 years ago now. Not that that's a bad thing at all. I come from the UK and after studying with the goal of becoming an engineer, I spent my time interning at Beverston Engineering learning so much and getting to know a lot of technical doodads! The future seemed unsure though, I always had a wish to move abroad to live my life somewhere new and challenging, so... I decided to move to Sweden and become a game developer. It was definitely scary at first, as all things are, but as a kid I loved to draw and well, 3D art was not too far off from 2D! .... right? So, I took a flight to Sweden - as one does - and landed myself at PlaygroundSquad studying game art. I had no idea what this would bring for me at the time, but during my time there I have gotten to know some of the most thoughtful people I've ever met, we laugh and cry together, we sing and dance and we have fun almost every day. I can't think of a better place to be and I want nothing more than to continue my journey in game development, I have really found my passion and joy here <3

About

More about me as a dev!

I am a procedural technical artist focused on providing useful and clear to understand tools that bind artists and design together.

I am highly motivated to communicate with my team no matter the project and have some fun while doing awesome work together! I make tools that are adaptable, iterated on and constantly undergoing improvements and development, because no project is ever truly finished (˶˃ ᵕ ˂˶)

My Projects

Whilst I haven't gotten the opportunity to ship my first professional game, I have had the chance to participate in the projects noted here where my tech art was used to build some of the systems you see in the games!

MAR 2026 - PRESENT

Crimson (Technical Artist) - Unreal 5

ᯓ★ Created an interactive blood VFX system that uses fluid simulations from Houdini to power the particles in Niagara ᯓ★ Developed destructible meshes for crates, vases, barrels, etc! ᯓ★ Implemented multiple procedural tools to generate meshes (trees, scattering tools, etc!)

MAR 2026 - PRESENT

Crimson (Technical Artist) - Unreal 5

ᯓ★ Created an interactive blood VFX system that uses fluid simulations from Houdini to power the particles in Niagara ᯓ★ Developed destructible meshes for crates, vases, barrels, etc! ᯓ★ Implemented multiple procedural tools to generate meshes (trees, scattering tools, etc!)

OCT 2025 - DEC 2025

Frightline (Technical Artist) - Unity URP

ᯓ★ Developed a procedural tool to generate suitcase meshes with the option to customise with unique meshes. ᯓ★ Focused on creating VFX with depth and weight to enhance the eerie elements of the game. ᯓ★ Worked on lighting and post processing as well as shaders to round off the visual style.

OCT 2025 - DEC 2025

Frightline (Technical Artist) - Unity URP

ᯓ★ Developed a procedural tool to generate suitcase meshes with the option to customise with unique meshes. ᯓ★ Focused on creating VFX with depth and weight to enhance the eerie elements of the game. ᯓ★ Worked on lighting and post processing as well as shaders to round off the visual style.

MAR 2025 - MAY 2025

Opponents In Crime (VFX Artist) - Unreal 5

ᯓ★ Specialised in VFX creation in both visuals and blueprinting for functionality. ᯓ★ Created a stylised shader to give the game a comic book feel. ᯓ★ Worked as a UI artist and designer, developing visual style and functionality.

MAR 2025 - MAY 2025

Opponents In Crime (VFX Artist) - Unreal 5

ᯓ★ Specialised in VFX creation in both visuals and blueprinting for functionality. ᯓ★ Created a stylised shader to give the game a comic book feel. ᯓ★ Worked as a UI artist and designer, developing visual style and functionality.

For References, See Below!

Martin Henriksson (Education Manager at Tension Education AB)


Patrik Hillerström (Business Partnerships Manager at Tension Group)


Martin Henriksson (Education Manager at Tension Education AB)



Patrik Hillerström (Business Partnerships Manager at Tension Group)


Martin Henriksson (Education Manager at Tension Education AB)




Patrik Hillerström (Business Partnerships Manager at Tension Group)


martin@tension.se

martin@tension.se

patrik.hillerstrom@nemilion.se

My Works

My Personal Work ˚˖𓍢ִ໋❀

Like gross and creepy environments that feel alive and super yucky? Then take a look at my flesh tool! Designed to bring maximum ick factor to any project.

Who doesn't love explosions? Bright, bold and fiery, this VFX explores how Embergen can be used to create stunning visuals for games!

Ever wanted to blow stuff up? Yeah, me too. This tool came in handy for me and my team during the production of Crimson to add in destructible objects to our game for extra style points.

50%

Drive

1

Years of 3D Experience

1

Successful
projects done

Successful
projects done

1,500+

Hours in Blender

Process

The Way I Work Goes a Little Something Like...

Software I Use Almost Every Day 𑣲⋆。˚

Contact

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