Laura Koekoek - Technical Artist

Core expertise
Art pipelines and artist-facing tools, UX of developer tools, UI design and implementation, real-time graphics and optimisation, procedural generation and automation, cross-team workflows.


Tools
Houdini / Unreal / Maya / Unity / Blender / Substance / Figma / Adobe / Zbrush / Speedtree / Simplygon / 3DS Max


Code
Python / VEX [Houdini] / Blueprints [Unreal] / C++ [Unreal] / GLSL / C#


Work
Technical Artist, Supercell (2024 - )

• Improving art pipelines and artist workflows
• Creating developer tools for artists
• Bridge between artists and engineers
• Building documentation for onboarding and cross-team collaboration
• Driving UX-based tooling requirements and structured artist feedback
• Mapping workflows, needs, and constraints across teams


Senior Technical Artist, Mainframe (2022 - 2024)

• Procedural world building with Houdini & Unreal PCG
• Environment tech art & pipeline
• Foliage scattering and shaders
• Developer tools for unreal & houdini
• User-friendly material pipeline
• Batch processing of assets, validation


Technical Artist, Remedy (2019 - 2022)

• Environment art and content pipelines
• Development tools for Maya, Houdini, etc.
• Batch content optimization, analytics, LOD generation, etc.
• Collision / physics creation tools for artists


Lead Technical Artist, Basemark (2017 - 2019)

Leading a team of technical artists in an international graphics software company focusing on real-time graphics.

• Art and Technical Art lead for GPU Benchmark using an in-house engine
• Lead for two automotive 3D cluster UI projects - POC and production
• Created artist tools to optimize workflow
• Bridge between programmers and artists

Worked with an in-house graphics engine in its development phase and collaborated with both engine developers and artists to create cutting edge real-time rendering.


Lead Artist, Basemark (2016 - 2017)

Created 3D scenes for benchmarks and engine demos, art asset workflows and DCC tools to import assets into an in-house engine.


3D Artist / Graphic Designer, Basemark (2015 - 2016)


3D Artist, Rightware (2014 - 2015)

• 3D modeling, texturing, animation, and optimization
• Created animated 3D scenes for benchmarks



Projects
Clash of Clans

Artist-facing tools, 2D art workflow improvements, and documentation supporting onboarding and collaboration.


Pax Dei

Procedural world generation, environment tech art, tools


Alan Wake 2

Environment tech art


Crossfire X

Optimization at the later stages of the project, environment art tooling, batch scripts to fix and analyze content, collision/physics optimization, lods/hlods, finding performance bottlenecks, etc.


Basemark GPU

Art and Technical Art lead for GPU Benchmark.


Automotive Projects

Lead for both proof of concept (eventually released in 2022) and production automotive cluster UI projects. Projects included creating a functional 3D interface running on a low-end target hardware based on visual designs using Kanzi Studio. Projects required efficient optimization of the project, art assets, and GLSL shaders.


Basemark VR Score

UI design and implementation. VR Score is a PC VR benchmark created in collaboration with Crytek.


Basemark ES 3.1

Environment (aside from the submarine) for the Basemark ES3.1 benchmark, lighting, scene setup.


Other
Boost Turku Startup Journey Winner 2013

Winning team of Boost Turku Startup Journey 2013.