Introduction

Hi, my name is Daniil Spivak, and I’ve been working in the game industry for about 15 years. I currently focus on technical art, though throughout my career I’ve also worked as a character artist and outsourcing manager, contributing to both mobile and AAA titles such as DOOM, Quake, and Borderlands.

I started my journey in 2012 at Sperasoft, where I worked on Star Wars: The Old Republic, Dragon Age: Inquisition, and Mass Effect: Andromeda. Back then, learning relied heavily on forums like Polycount and YouTube tutorials, since structured education in game art was rare. And CGhub (it was alive back then). Working on real production assets became the best way to grow.

Over time, my curiosity led me beyond modeling into animation, rigging, and eventually Unreal Engine, where I began experimenting with visual scripting and building small prototypes. That path naturally evolved into technical art, which I now study in depth, exploring Python and Houdini.