Martin Thorzén is a Lead Technical Artist and software engineer with 20+ years in games, blending deep art pipeline expertise with hands-on engine and tooling development. He has driven production and optimization on AAA titles (The Witcher 3, Assassin’s Creed Syndicate, Crysis 3) and built pipeline systems and automation at studios including CD Projekt Red, Crytek, Ubisoft and Unity. At Unity he contributed to Shader Graph and Graphics repos—improving UX, node creation shortcuts and robustness around shader previews and floating-point edge cases—demonstrating a strong graphics and rendering focus. Comfortable across Python, MEL, C# and Houdini, he streamlines asset integration, rigging and memory budgets while also shipping indie games through his company north by north. Colleagues know him as the bridge between artists and programmers who turns workflow bottlenecks into reusable tools and measurable production wins.
8 years of coding experience
11 years of employment as a software developer
Berzelius
Bachelor, Game development - Graphics and Technical, Bachelor, Game development - Graphics and Technical at Gotland University
Contributions:144 commits, 51 PRs, 41 pushes in 3 months
Contributions summary:Martin primarily contributed to the Unity ShaderGraph project, focusing on improving the user experience and fixing bugs. They added functionality to create nodes using the spacebar and fixed issues related to subgraphs and the preview system. They also implemented fixes related to handling of special floating-point values within the shader graph, improved the node settings and property sheets, and cleaned up the code.
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Full-stack Developer
Contributions:252 reviews, 551 commits, 129 PRs in 4 years 4 months
Contributions summary:Martin contributed to the Unity Graphics repository by implementing features and fixing issues related to the Shader Graph. They created functionality to create nodes directly via spacebar, and fixed issues related to node functionality in the MaterialGraphProject. They also implemented a check to see if the texture had changed and if it did to update it.
renderpost-processingpipelinescriptableunity
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Martin Thorzén - Lead Technical Artist at Raw Power Games