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.

Enter selected work
  • 25+years across games, XR and interactive work
  • AAA → XR Microsoft Lionhead Electronic Arts Criterion FitXR
  • 3-yeartechnical-art strategy · teams built and hired
  • NowArtistico · 52″ museum deployment · Saudi Arabia
Selected work

Selected work

Proof in the work.

Five case studies showing how I turn visual ambition into shipped systems—from Fable and Frostbite to Quest-scale fitness and social VR.

Explore the full portfolio

Leadership impact

I make ambitious visuals executable.

I work between creative direction and production reality—setting the target, proving the technology and building the team systems that carry quality to launch.

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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

Start a conversation

Need ambitious visuals to survive production?

I bring executive-level direction, production systems and shader-level craft to technical-art leadership, art direction and advisory work across games, XR and interactive experiences.

David Berenguer career showreel