Alexander Gallegos

Denver, Colorado, United States
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Summary

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Rockstar
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Top School
Alexander Gallegos is a Technical Artist with 8 years of experience building high-performance, production-ready content for games and real-time 3D applications, most recently contributing to hit interactive titles at Netflix and open-source geospatial tooling at Cesium. He blends shader and tooling expertise—HLSL, Shadergraph, and Unreal material systems—with practical pipeline leadership, having created naming/asset standards, optimization workflows, and artist-friendly systems that enabled better collaboration between art, design, and engineering. At Netflix he helped Squid Game: Unleashed reach #1 in 26 countries by shaving 600K+ tris and streamlining assets for mobile; at Cesium he extended Unreal integrations to expose material overrides for 3D tilesets, showing a knack for bridging engine internals with real-world data. Comfortable across Unity and Unreal and experienced in live-event UI, digital twins, and photogrammetry-driven demos, he pairs a game-design sensibility from Drexel with a track record of shipping polished, reusable tools and tutorials. A Denver-based creator with a public portfolio and notable open-source contributions, he often focuses on practical engineering fixes that unlock better artist workflows rather than flashy one-offs.
code8 years of coding experience
job1 year of employment as a software developer
bookBachelor of Science - BS Game Design and Production, Bachelor of Science - BS Game Design and Production at Drexel University
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Github Skills (10)

c-language10
unreal-engine-510
unreal-engine-410
cprogramming-language10
unreal10
resium9
cesiumjs9
tiles8
tilesets8
geospatial8

Programming languages (4)

C#C++CMakeJavaScript

Github contributions (5)

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CesiumGS/cesium-unreal

May 2021 - Jun 2022

Bringing the 3D geospatial ecosystem to Unreal Engine
Role in this project:
userFull-stack Developer
Contributions:5 reviews, 67 commits, 14 PRs in 1 year 1 month
Contributions summary:Alexander primarily focused on modifying and refactoring material assets, functions, and related code within the Unreal Engine project. Their work involved renaming and reorganizing water-related material functions, removing and replacing materials, and fixing file path issues. The user also made changes to the core code of CesiumGltfComponent, making it possible to expose water and opacity mask material overrides on Cesium3DTileset.
3dgeospatialunrealunreal-engine-pluginue4
CesiumGS/cesium-o3de-samples

Feb 2022 - Feb 2022

Samples project for Cesium for O3DE
Contributions:27 commits, 6 PRs, 14 pushes in 13 days
cesium
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