I'm Esteban Díaz, a Real-Time VFX Artist with 7 years of experience creating visual effects for video games using Unity and Unreal Engine.
I specialize in stylized, cartoony, and semi-realistic VFX, combining textures, materials, shaders, particle systems, 2D animation, and 3D elements to create polished real-time effects.
Over the years, I've contributed to multiple projects across different productions and international teams, including shipped titles such as Hidden Through Time 2, The Watch, DC Worlds Collide, and Bunny Wars.
I enjoy exploring the intersection between art and technology, continuously learning, experimenting, and improving my workflow to create effects that are visually appealing, readable, and effective in gameplay.
Worked as a VFX Artist across multiple Unity and Unreal Engine projects, collaborating with multidisciplinary and international teams.
Created real-time VFX using particle systems, shaders, materials, textures, hand-painted animations, and 2D/3D techniques across different visual styles, including stylized, semi-realistic, realistic, and sci-fi.
Contributed to multiple productions and development stages, including The Watch and DC Worlds Collide.
Collaborated closely with Art Directors, Technical Artists, 3D Artists, Designers, and Developers, iterating on effects based on artistic direction, technical requirements, and feedback.
Worked as a VFX Artist on a Unity project, creating and proposing visual effects based on the project's needs and Art Direction.
Created real-time VFX using particle systems, shaders, textures, and other 2D/3D techniques, iterating on the effects based on feedback from the team.
Collaborated with the development team using GitHub Desktop for version control.
Worked as a VFX Artist on an Unreal Engine 5 project, creating real-time visual effects from scratch based on concepts, references, and feedback from the team.
Created and iterated on VFX using Niagara, materials, shaders, textures, and other real-time techniques while following the project's visual direction.
Collaborated with the development team using GitHub Desktop for version control.
Worked as a VFX Artist on an undisclosed Unity project, collaborating directly with the Art Directors.
Proposed and created real-time VFX using particle systems and shader-based solutions, iterating on the effects based on the project's Art Direction and feedback.
Worked as a Freelance VFX Artist on Hidden Through Time 2, creating stylized and cartoony visual effects for the game.
Created VFX using shaders, 3D elements, particle systems, and hand-painted frame-by-frame 2D animations in Adobe Animate, including fire, smoke, rain, splashes, and other environmental effects.
Also created visual transitions between different weather states, combining 2D animation, procedural techniques, and real-time VFX.
https://www.rogueside.com/
https://www.youtube.com/watch?v=gsz_z2szSbw
Created and published commercial real-time VFX assets for the Unity Asset Store, focusing primarily on stylized, cartoony, and anime-inspired visual effects.
Designed and produced effects from concept to final implementation, combining particle systems, shaders, textures, 2D animation, and 3D elements using Unity, Blender, Photoshop, Animate, and other tools.
This period marked the beginning of my professional path as a VFX Artist and eventually led to freelance opportunities and work with game studios.