Desarius

Realtime Technical Director / AI-augmented pipeline architect

Dario Visaggio

I help Unity and Unreal teams reduce production risk when the build starts fighting back: frame spikes that come and go, shaders that looked fine yesterday, artists blocked by brittle tools, messy assets, unclear scope, and milestones that need decisions more than another pile of generic output.

Visual work index

Why teams call me

When the look is right, but the project is quietly slipping away.

Most of my work starts with an uncomfortable sentence: this scene looks good but does not run, this tool only works for one person, this shader is becoming debt, or nobody knows which feature should be cut before the next review. That is where technical art turns into production judgement.

20+ years Game art, technical art, tools, shaders, VFX, and production delivery.
AAA + indie From AAA expansion work to independent RTS production and experimental game work.
UE5 + Unity Procedural worlds, materials, real-time rendering, optimization, and tooling.
Public work Steam, ArtStation, shipped titles, consulting projects, and personal craft studies.

How I usually come in

Less theatre. More grip on the build.

Describe the risk
2-3 day diagnostic

Realtime Production Audit

I come in cold, open the Unity or Unreal project, read the profiler, scenes, shaders, assets, build setup, and workflow friction, then point at the risks most likely to hurt the next milestone.

Controlled automation

AI-Assisted Pipeline Setup

AI in the boring, useful places: validators, import checks, asset reports, naming rules, material warnings, LOD reviews, and suggestions that stay reviewable before they touch production.

1-2 week intervention

Technical Direction Sprint

A focused sprint to reduce production risk when the team needs someone to say what stays, what goes, who owns what, and how the next delivery stops being so fragile.

AI in real production

AI can generate code. It still needs someone accountable for what enters the build.

The useful question is not whether AI can make a function, a material variant, or a quick concept. It can. The harder question is where AI belongs in a production pipeline, what it is allowed to change, what must be measured, and who catches the answer that is cheap, plausible, and wrong for this game.

I use AI around checks, documentation, reports, prototype scaffolding, and repeatable cleanup. The judgement stays human: performance budgets, IP boundaries, visual quality, platform constraints, and the responsibility of saying no when no is the useful answer.

Selected production work

Games and projects shaped by real production limits.

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Private work access

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Locked case study

Undisclosed Contribution

2023 · Senior Technical Artist

AAAREDengine Under NDA
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Project Venture

2024 · Senior Technical Artist

UE5Voxel Plugin 2Procedural Terrain

Coloniser

2025-present · RTS Creator + Technical Director

RTSMMORTSUnity

Cancelled Tropico 7 UE5 Phase

2022 · Technical Artist

UE5NaniteLumen Disclosable

Gotchi Guardians

2023–25 · Technical Artist

UnityShaderVFX

Age of Battles

2022 · Technical Artist / Art Direction

MobileTechnical ArtShaders

Desert Fires

2022 · Technical Artist / 2D Art Direction

Mobile2D ArtVFX

Hypercasual Mobile Games

2021-2022 · Technical Artist / UI & VFX

MobileHypercasualUI

Locked case study

Undisclosed Contribution

2021–2025 · Lead / Senior Technical Artist

Technical ArtCo-development White-label NDA
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What I diagnose

The production problems hiding between art direction and engine reality.

Discuss a project

When the build stutters

Random spikes, memory creep, shader cost, batching, LOD, asset budgets, and the boring little numbers that decide whether the game survives real hardware.

Pipelines people can live with

Editor tools, import rules, naming, validation, material hygiene, prefab cleanup, and workflows that stop the same mistake from wasting another afternoon.

Direction when things get muddy

Scope calls, trade-offs, feature cuts, production reviews, and the kind of judgement you need when the project has too many promises and not enough frame time.

AI where it earns its place

AI-assisted reports, checks, documentation, and fix proposals inside a controlled pipeline where humans still own approval, IP safety, quality, and responsibility.

Personal craft

Studies, characters, materials, and older pieces that show the hand behind the tools.

The production work matters, but the personal archive shows the base underneath it: sculpting, hand-built assets, material studies, contest pieces, and the habit of building things until the visual and technical decisions agree.

Explore the full archive

Open to the right conversations

Have a Unity or Unreal project that needs a clearer next move?

Send the context, the risk, and the kind of pressure the team is under. I am especially useful when the work touches rendering, shaders, procedural environments, optimization, AI-assisted pipeline checks, production leadership, or the strange middle ground where art, code, and schedule all disagree.