01 Living title · orbital
Technical Art Director · AAA, XR & Interactive
DAVID
BERENGUER
I turn ambitious visuals into shippable systems—aligning teams,
pipelines and real-time craft from concept to launch.
VFX
ART
CODE
PIPELINES
TOOLS
- 25+years across games, XR and interactive work
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AAA → XR
Microsoft
Lionhead
Electronic Arts
Criterion
FitXR
- 3-yeartechnical-art strategy · teams built and hired
- NowArtistico · 52″ museum deployment · Saudi Arabia
VFX
ART
CODE
PIPELINES
TOOLS
DB25+ years
02 Living title · signal
Technical Art Director · Systems & Teams
DAVID
BERENGUER
I align creative ambition, graphics technology and production
teams—then build the systems that make quality repeatable.
- Creative direction
- Shaders, VFX & rendering
- Tools, pipelines & AI
- Teams, roadmaps & hiring
03 Career constellation
25+ years
building what’s next.
DAVID BERENGUER · Technical Art Director connecting
visual ambition, technology and teams across AAA, XR and interactive work.
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FoundationGames + real-time artArtist → technical leader
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Electronic Arts · CriterionMost Wanted + RivalsCinematic tools · trailer shots
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Microsoft · LionheadFable LegendsProfiling · rendering · pipelines
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FitXRTechnical-art function3-year roadmap · team growth
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Artistico · NowMuseum systems52″ displays · Saudi Arabia
04 Capability flow
Technical Art Director · Team Builder · Hands-on VFX
DAVID
BERENGUER
I turn visual ambition into scalable production—defining direction,
de-risking technology and helping teams ship at quality.
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01 · Frame
Set the visual target
Make ambition clear, credible and actionable.
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02 · Build
Prove the hard parts
Prototype rendering, shaders and VFX early.
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03 · Scale
Make quality repeatable
Build tools, pipelines and performance guardrails.
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04 · Ship
Grow teams that deliver
Align disciplines and protect quality through launch.
05 Art × technology
01 · Vision
ART
- Art direction
- Visual strategy
- World building
- Team craft
02 · Systems
TECH
- Shaders & VFX
- Tools & pipelines
- Rendering
- Performance
Technical Art Director · Microsoft · Electronic Arts · AAA → XR
DAVID BERENGUER
Turning visual ambition into teams, systems and real-time work that ships.
Selected work
01
Turn vision into a roadmap teams can ship.
At FitXR, translated product ambition into three-year and one-year
technical-art plans, hiring priorities and measurable production goals.
02
Build quality into the system.
Built profiling, rendering, animation and content pipelines across AAA,
mobile and Quest so visual standards survive platform and schedule pressure.
03
Grow capability, not dependency.
Built, hired and mentored technical artists and VFX specialists while
making collaboration between art, design, engineering and production natural.
- 25+
- years across AAA, XR, mobile and interactive work
- 3-year
- technical-art strategy and roadmaps at FitXR
- Microsoft + EA
- AAA production leadership at Lionhead and Criterion
- 52″
- museum displays deployed on-site in Saudi Arabia
Recent experience
From hands-on craft to technical-art leadership.
Seven roles trace a career spanning AAA studios, team and department growth,
XR platforms and current museum-scale interactive systems.
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Jan 2025 — Current
Technical Art Director
Artistico · Remote
Directing high-fidelity prototypes and a Saudi museum exhibit from concept
to on-site deployment across 52″ displays, custom shaders, meshes and VFX.
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Jul 2024 — Jan 2025
Principal Technical Artist / Head of Art
XR Workout · Remote
Led VR art and introduced AI-assisted skydome generation, Unity Editor tools,
VFX and production workflows for varied, performant environments.
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Nov 2020 — Dec 2023
Technical Art Director
FitXR · Remote
Built and hired the technical-art and VFX team, defined three-year strategy,
and drove shaders, pipelines and performance for standalone VR.
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Apr 2020 — Apr 2021
Senior Technical Artist
Immerse VR · Remote
Migrated projects to URP and Vulkan for Quest; delivered Ubershaders,
transition VFX and performance optimisation for Facebook and Nespresso work.
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Jan 2018 — Apr 2020
Head of Technical Art & VFX
Rossie Reality · Remote
Built the technical-art and VFX function for immersive productions—HDRP
pipelines, Ubershaders, artist tools, training and mobile optimisation.
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Apr 2012 — Jun 2016
Senior TA / Interim Technical Art Director
Microsoft · Lionhead Studios
Led and mentored technical artists while building Xbox profiling, rendering,
Ubershader and LOD pipelines for Fable Legends production.
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Apr 2012 — Mar 2013
Senior Technical Artist
Electronic Arts · Criterion Games
Built real-time Maya/QT cinematic and debug tools, established production
workflows, and created trailer shots for Most Wanted and Rivals.
Capabilities
Leadership grounded in the work.
Direction & team leadership
Visual strategy · Department roadmaps · Hiring · Mentoring · Stakeholder alignment · Cross-discipline delivery
Production systems
Rendering strategy · Performance budgets · Pipeline design · Artist tools · Automation · AI-assisted workflows
Hands-on technical art
HLSL shaders · VFX · Unity and Unreal · Lighting · Profiling · Prototyping · Real-time troubleshooting