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Gathrey Reeding

Stockholm, Sweden

Mail: gathrey.reeding@gmail.com
Cell: on request

I’m a Senior Technical Artist with a diverse range of experience across multiple platforms and technologies, including PC, Mobile, VR and AR.

Over the years, I’ve taken on numerous projects and freelance opportunities, constantly expanding my expertise in technical art,

systems design, and cross-disciplinary collaboration.

As a passionate problem-solver, I thrive on building tools, pipelines, and systems that empower teams to work efficiently and creatively.

I’ve participated in Game Jams to sharpen my skills under pressure and collaborated on various gameplay mechanics, art pipelines, and technical solutions.

Currently, I’m a Staff (Senior) Technical Artist on an MMO project, where I contribute to developing and optimizing complex systems that push creative and technical boundaries. I’m also channeling my love for quirky games and vibrant art styles into Project GoldHeart, a third-person pirate adventure that I’m building as a solo side project.

With a strong foundation in technical artistry and a drive to continuously learn, I’m always seeking new challenges to innovate and grow alongside talented teams.

checkout my Portfolio!

Experience

Senior Staff Technical Artist
Brink Gaming

February 2025 - March 2025

 

Leading the character pipeline at Brink Gaming, focusing on technical animation, rigging, engine integration, and defining core asset requirements to ensure consistency and efficiency across the project.

  • Design and implement the 3D character pipeline, laying the technical groundwork for the character customization system and ensuring seamless integration with the engine.
  • Streamline animation retargeting workflows, enabling efficient application of animations across humanoid avatars with consistent quality and unique body types
  • Structure and optimize the animation process by updating rigs, creating and maintaining animator state machines, and ensuring compatibility with engine requirements.
  • Automate integration workflows and created comprehensive technical documentation, significantly improving team efficiency and reducing dependency / bottlenecks.
  • Develop custom editor tools to enhance engine integration, improve the art pipeline, and streamlining the processes for cross-department collaboration (marketing, design, 3D, Animation, 2D, engineering).

Senior Staff Technical Artist
Ringtail Interactive

January 2023 - present (2 years)

 

Led the character pipeline at Ringtail Interactive, focusing on technical animation, rigging, engine integration,

and defining core asset requirements to ensure consistency and efficiency across the project.

  • Designed and implemented the 3D character pipeline, laying the technical groundwork for the character

customization system and ensuring seamless integration with the engine.

  • Streamlined animation retargeting workflows, enabling efficient application of animations across

humanoid avatars with consistent quality and variable muscle constraints.

  • Structured and optimized the animation process by updating rigs, creating and maintaining animator state

machines, and ensuring compatibility with engine requirements.

  • Automated integration workflows and created comprehensive technical documentation, significantly improving

team efficiency and reducing dependency / bottlenecks.

  • Developed custom editor tools to enhance engine integration, improve the art pipeline, and streamlining the

processes for cross-department collaboration (marketing, design, 3D, Animation, 2D, engineering).

Game Designer (Unity Generalist/Technical Artist)
Sea Monster Entertainment
June 2018 - 2023 (5 years 1 months)

 

Worked as part of a small (3 person) art team, responsible for all aspects from art creation to implementation and testing in-engine.

  • Implemented game-ready 3D art for VR/AR games, including level design and UI creation.
  • Developed Facebook AR effects and prototyped mechanics for AR/VR projects.
  • Created high-poly to low-poly optimizations and 3D render walkthroughs for Sea Monster Entertainment.

Intern

Sea Monster Entertainment
Feb 2018 - May 2018 (4 months)

Education

Friends of Design - Academy of Digital Arts
Game Design | Game Graphics | Multimedia

2017 - 2017

Eduvos
Bachelor of Arts - BA, Psychology
2012 - 2016

Eduvos
English Major, Counseling Psychology
2014 - 2016

Eduvos
Pre - Degree
2011 - 2011

Hottentots Holland High School
Matriculated
2006 - 2010

Hard Skills

Soft Skills

  • Broad understanding of all areas in the Game Development pipeline
  • Technical Rigging / Animation pipeline
  • Animation State-Machines
  • Tools development
  • Core programming skills in C#
  • Excellent Skill in rapid Protoyping
  • Technical understanding of Game Design Documents & Writing
  • In-Depth understanding of 3D pipeline & creation
  • Excellent low poly & high poly 3D skills
  • Good communication skills
  • Excellent english speaking (Majored in english)
  • Excellent understanding of team management (Agile / Async)
  • Excellent listening & reflective skills
  • Creative thinking
  • Problem solver mindset
  • Team oriented mindset
  • In-Depth understanding of R&D
  • Excellent time management
  • Self-Suficient

Software & Technology Competencies

  • Unity, C#
  • Blender
  • Photoshop
  • Substance Painter
  • Playcanvas
  • AR Studio
  • Sourcetree / git
  • Illustrator
  • Unreal Engine
  • Roblox Engine
  • Microsoft Suite

Honors & Awards

Top Student Award - Friends of Design
Feb 2018
Won an award for being the top student in 2017 at Friends of Design