Freelance Technical Artist
Unity / Unreal / GPU
Technical Artist
& Rendering Consultant
Kilian Allaire

I help game teams diagnose rendering bottlenecks, build custom visual systems, and ship stable frame times without guessing. Former Engine Programmer at Asobo Studio on Microsoft Flight Simulator 2024.

-73%
GPU stall on recent Unity mission
-85%
GPU submits per frame
133
fps stable after optimization
AAA
Shipped engine production
Proof
FEATURED CASE STUDIES

Rendering work is only valuable when it survives production constraints. These projects show diagnosis, measurable performance, custom tools and shipped experience.

Depth
SELECTED WORK
Paint GPU Optimization
Client Mission · 2026
Paint GPU Optimization
Profiler-driven Unity optimization. GPU stall -73%, GPU submits -85%, final build stable at 133 fps during continuous painting.
Miniature Camera Tilt Shift for Unity 6 URP
Unity Tool · 2026
Miniature Camera — Tilt Shift
Production-style URP Render Graph tool with multiple blur engines, debug views, presets and complete technical documentation.
Microsoft Flight Simulator
AAA Game · Asobo Studio · 2025
Microsoft Flight Simulator 2024
Engine programming on a shipped AAA real-time title across platforms: production constraints, tooling, optimization and large-scale rendering systems.
KUBIKA
Indie Game · Currently
KUBIKA
Unity puzzle game built with a small team: shaders, VFX, gameplay systems, visual feedback and production-minded technical art.
CUDA Raytracer
Rendering Depth · 2021
CUDA Raytracer
GPU-accelerated raytracer, moving work from hours of CPU render time to seconds through CUDA parallelism.
CPU 3D Engine
Rendering Depth · 2021
CPU 3D Engine
Software rasterizer built in C: projection, rasterization, depth testing and texture mapping without GPU or graphics API.
DirectX11 3D Engine
Engine · 2020
DirectX11 3D Engine
Custom 3D engine in C++ using DirectX11, built after OpenGL to understand pipeline differences across graphics APIs.
OpenGL 3D Engine
Engine · 2020
OpenGL 3D Engine
Custom 3D engine in C++ using OpenGL, entry point into GPU programming and low-level graphics APIs.
Unity CSRP
Rendering · 2020
Unity Custom Scriptable Render Pipeline
Full custom SRP in Unity, replicating the visual identity of music video LORN — ANVIL.
Services
WHAT I CAN FIX

Focused freelance technical art missions for teams that need rendering expertise without adding long-term hiring risk. Custom visual systems, short diagnostics, optimization sprints and production support.

01 / Diagnosis
Rendering Performance Diagnosis
For unstable frame times, GPU stalls, shader cost, overdraw, bad batching or unclear bottlenecks. I review captures, identify the real constraint and deliver a ranked fix plan.
Best for: demo deadlines, publisher milestones, painful stutter
02 / Unity
URP / HDRP Rendering Support
Render Features, Render Graph, CommandBuffers, custom post-process, debug views, profiling markers and artist-facing controls that survive production use.
Best for: Unity teams with custom visuals or pipeline debt
03 / Unreal
UE5 Rendering Optimization
Lumen, Nanite, Virtual Shadow Maps, TSR, material complexity and scalability analysis for teams that need UE5 visuals to fit a real frame budget.
Best for: visually ambitious UE5 projects
04 / Visual Systems
Custom Shader & Lookdev Systems
Stylized lighting, post-process, VFX-facing shader frameworks, terrain/foliage looks and debug modes built for iteration by artists and designers.
Best for: games needing a visual identity, not one-off effects
05 / Tools
Visual Debugging Tools
In-editor overlays, render toggles, profiler instrumentation and production diagnostics so teams can understand their frame before guessing at fixes.
Best for: teams growing past ad hoc debugging
06 / Sprint
Pre-Release Performance Rescue
A short, focused intervention for builds close to release, festivals, console/Steam Deck targets or public demos where frame stability matters now.
Best for: 1-day review, 3-day diagnosis, 2-week sprint
Background
EXPERIENCE
2024 — Present
Founder & Game Developer
KubiCorp · KUBIKA · Bordeaux
Building KUBIKA, a 3D puzzle game releasing in 2026, working within a team of five, VFX, post-process, shaders and optimization.
2022 — 2025
Engine Programmer
Asobo Studio · Microsoft Flight Simulator 2024 · Bordeaux
3 years on one of the most technically demanding real-time titles ever shipped, delivered to millions of players worldwide.
2020
Technical Artist — Internship
Ubisoft · Paris
Technical artist in the Strategic Innovation Lab, working on game prototypes.
2017 — 2022
Game Programming — Master's (Bac+5)
Rubika · Valenciennes
5-year master's degree in Game Programming, learning about Technical Art and Graphics Programming on my free time.
About
THE METHOD.
Kilian Allaire
Kilian Allaire · Bordeaux

I work where technical art, rendering engineering and production constraints meet: find the bottleneck, protect the visual target, ship the feature.

After 5 years learning game development at Rubika, I spent 3 years at Asobo Studio as Engine Programmer on Microsoft Flight Simulator 2024. Real production code, custom engine constraints, shipped to millions of players.

Today I help indie, AA and mid-size teams with GPU optimization, custom shaders, post-process pipelines, rendering tools and visual debugging. I work from profiler evidence: frame captures, GPU timing, command submission patterns, shader cost and platform constraints.

I'm also building KUBIKA through KubiCorp, which keeps me close to indie reality: small teams, strict budgets, fast iteration, and the need for tools that artists and designers can actually use.

For producers

Clear diagnosis, ranked fixes and visible before/after impact. No vague "the renderer is slow" hand-waving.

For tech leads

Rendering help that respects the existing codebase, profiling data, platform constraints and production risk.

For artists

Shader and tool systems designed for control, iteration and visual consistency, not fragile one-off experiments.

BasedBordeaux, France
AvailabilityTechnical art missions
RemoteYes — preferred
On-siteAvailable for milestones
LanguagesFrench · English · Spanish
Currently buildingKUBIKA — 2026
Software & Tools
UE5
Unreal Engine
Unity
Unity
PIX
PIX
RenderDoc
RenderDoc
Perforce
Perforce
Git
Git
Languages
C++
C / C++
C#
C#
HLSL
HLSL / GLSL
Python
Python
Graphics APIs
DX11/12
DirectX 11/12
OpenGL
OpenGL
CUDA
CUDA
Platforms
PS5
PlayStation 5
Xbox
Xbox Series X
Content
CASE STUDIES & RESOURCES
LET'S
FIX THE
FRAME.
Freelance technical art, rendering and optimization
AvailabilityTechnical art missions & fixed term contracts
Entry pointVisual system · diagnosis · optimization sprint
ProjectsGPU optimization · Shaders · Tools
LocationBordeaux, France
RemoteYes — preferred
On-siteAvailable for milestones
Response24–48h
0:00
Indie Game · Currently
UnityC#HLSL
KUBIKA

3D puzzle game built with Unity at KubiCorp, where I handle visual feedback, custom shaders, VFX, gameplay systems and optimization inside a small production team.

This is the indie counterpart to my consulting work: fast iteration, tight scope, tool pragmatism and visual decisions that must survive real production constraints.

0:00
AAA Game · Asobo Studio · 2025
Home EngineC++Optimization
Microsoft Flight Simulator 2024

3 years as Engine Programmer at Asobo Studio on one of the most visually ambitious real-time applications ever shipped, working on a custom in-house engine and delivering to millions of players worldwide across PC, Xbox and PS5.

Worked on graphics features, custom artist tools, cross-platform support and game optimization in a large production environment where every change had to respect performance, maintainability and platform risk.

The experience of shipping at this level is what makes the difference between knowing rendering theory and understanding what actually breaks in production, at scale, across platforms, under hard performance constraints.

CUDA Raytracer
Engine · 2021
CUDAC
CUDA Raytracer

Built from scratch to understand the fundamentals of raytracing, a technique becoming increasingly relevant in real-time rendering.

The initial CPU-only implementation was unusably slow: even with multithreading, a single frame took hours. Implementing CUDA moved the entire computation to the GPU, reducing render time from hours to seconds, the same principle behind modern hardware-accelerated renderers.

A foundational project for understanding GPU parallelism, light transport math and why performance work has to match the underlying execution model instead of only the source code.

0:00
Engine · 2021
RasterizerC
CPU 3D Engine

After working with DirectX11, I wanted to understand what the graphics API was actually doing beneath the abstraction. The answer was to build a complete software rasterizer in C, no GPU, no API, just the CPU and math.

Implemented every step of the 3D rendering pipeline manually: vertex transformation, perspective projection, triangle rasterization, depth testing, texture mapping and basic lighting. This is depth proof: knowing what modern engines hide makes engine-level debugging much less mysterious.

0:00
Engine · 2020
DX11C++HLSL
DirectX11 3D Engine

Custom 3D engine built in C++ using DirectX11. Built after OpenGL to understand how different graphics APIs approach state, resources, pipeline setup and driver-level constraints.

0:00
Engine · 2020
OpenGLC++
OpenGL 3D Engine

First low-level graphics API project, built in C++ with OpenGL. It became the entry point into GPU programming and the start of a series of renderer projects that each went deeper into pipeline behavior.

0:00
Rendering · 2020
UnityC#HLSL
Unity Custom Scriptable Render Pipeline

Full Custom Scriptable Render Pipeline built from scratch in Unity, not a modification of the default pipeline, but a complete replacement written in C# and HLSL, replicating the visual identity of the music video LORN — ANVIL.

Working at the pipeline level meant implementing native rendering effects and stripping unnecessary overhead, exactly the approach used in production to build a specific visual identity while hitting performance targets. This project was a turning point: the render pipeline is not a black box, it is a programmable system you can shape to serve any visual goal.