Maahi
Likhari

Technical Artist, Shaders & Real-time Systems
Credits
Work
Resume
Sep 2022 to Present
Sprung Studios
Technical Artist
Tech art across multiple shipped AAA titles: shaders, materials, pipelines, and real-time systems for HUD, menus, stores, and scoreboards.
  • Developed HLSL shaders and real-time material systems for HUD elements, mission screens, hub layouts, menus, and scoreboards, driving animated state transitions via Material Parameter Collections and Blueprint event dispatchers
  • Wrote a custom HLSL 9-slice shader enabling resolution-independent panels and borders without texture stretching at any resolution
  • Built and maintained a master material library with reusable material functions, eliminating redundant shader variants and accelerating iteration across projects
  • Architected stateful widget and logic systems using Blueprint interfaces, event dispatchers, and MVVM patterns, managing complex state, data binding, and reactive feedback tied to gameplay input
  • Ensured localization compliance across systems with text containers, font scaling, and layouts accommodating multiple languages and accessibility standards on console and PC
  • Collaborated with engineers and artists to define asset pipelines and resolve cross-discipline challenges; authored documentation and shader breakdowns to standardize workflows
Jul 2021 to Feb 2022
CAD Makers
Technical Artist
Created real-time materials and lighting systems for architectural visualization in Unreal Engine.
  • Created PBR materials and shaders for real-time construction visualizations achieving accurate surface response and lighting realism
  • Authored a master material system to visualize progressive building assembly and material transitions over time
  • Simulated real-world lighting and environmental changes using Unreal's Level Sequencer for animated architectural presentations
  • Collaborated with visualization engineers to ensure consistent performance across large-scale architectural datasets
Sep 2020 to Aug 2022
Kwantlen Polytechnic University
Diploma in Game Development
Center for Entertainment Arts · GPA 3.67 · Dean's Honour Roll
Sep 2019 to Aug 2020
Vancouver Institute of Media Arts
Diploma in Game Art and Design
Graduated with 85.27%
Skills & Tools
Game Engines
  • Unreal Engine 5
  • Unity
  • Slipspace
  • Frostbite
Scripting & Shaders
  • HLSL
  • GLSL
  • Python
  • Visual Scripting
Design Tools
  • Substance Suite
  • Photoshop
  • Illustrator
  • Houdini
  • Maya
  • Blender
  • Figma
Pipeline
  • Git
  • Perforce
  • TortoiseSVN
  • RenderDoc
  • GPU Visualizer
About
Maahi Likhari
Maahi Likhari
Technical Artist
Vancouver, BC
Sprung Studios · Open to work

Technical Artist with over three years of experience building and optimizing real-time visuals for AAA games. I focus on shader development, material systems, and pipeline tooling across Unreal Engine 5, Unity, and Frostbite. I create the tools and workflows that let art teams move faster without sacrificing quality.

I care about the craft. Whether that’s a clean master material, a well-documented shader breakdown, or a performance fix nobody else noticed. I like finding elegant solutions to messy problems. I work best in collaborative teams where art and engineering talk to each other.

Currently open to full-time and contract opportunities. Feel free to reach out.

Contact
maahisingh40@gmail.com

Open to new projects, collaborations, and full-time roles. Feel free to reach out. I'm friendly, I promise.

🎨
About