Technical artists build the tools, pipelines, shaders, rigs, and checks that help creative teams move faster. I built this for the whole messy path: learning code, understanding pipelines, building projects, finding work, and fixing the tiny things that slow teams down.

A practical path through the basics: what the job is, what to learn first, and how to spot the bits of tech art that feel like yours.
-> Persona 02Portfolio structure, resume notes, interview prompts, and salary advice for the awkward bits nobody enjoys but everyone has to handle.
-> Persona 03Browser tools, VEX snippets, Python snippets, printable cheat sheets, and a big glossary. Hit Ctrl+K from any page and search the lot.
->What the role actually looks like: responsibilities, specializations, soft skills, and what makes a good TA useful on a team.
explore -> 02The path in: portfolio, resume, interviews, salary, studio survival, and the version-control habits studios expect.
start -> 03The TA's core language - plus a 45-snippet library, the cross-DCC Rosetta Stone, and a build-a-real-tool tutorial.
learn -> 04PyMEL, the Python API, and rigging automation - scripting the industry's workhorse DCC.
learn -> 05Blender as an actual production tool: engine-ready exports, Geometry Nodes as procedural thinking, and the bpy cookbook.
learn -> 06VEX, procedural workflows, Python in Houdini, and a searchable library of 950 VEX snippets.
learn -> 07Editor basics, the asset pipeline, materials, Blueprints, editor Python, and a full performance section.
learn -> 08Automated LODs, remeshing, material merging, draw-call reduction, Maya workflows, and standalone Python processors.
optimize -> 09Past the node graph: HLSL from zero for artists, Unreal custom nodes, and the shader-debugging field guide.
learn -> 10A plain-English tech art dictionary: tagged, searchable, filterable, and linked across the site.
look up -> 11Engines compared, funding routes, and the resources that keep small teams shipping.
explore -> 12Printable cheat sheets for TA math, VEX, and texture formats, plus breakdowns of how this site's tools were built.
print -> 13Nine free browser tools, from the Asset Health Dashboard to the Naming Forge that writes your validator for you.
open ->Python basics: variables, functions, classes, file I/O, then a real batch-rename tool you'll actually keep.
Pick your DCC: Blender if you want the free on-ramp, Maya if you're aiming at character pipelines, or Houdini if procedural work is calling. Automate it, and learn version control while you're there. Every studio assumes it.
Pick a lane on the specializations map, build one tool, one shader, and one pipeline piece, then treat the job hunt like another pipeline problem.
Drop in one source image and build starter PBR maps - base color, height, normal, roughness, AO, and packed ORM/mask - with a live WebGL preview and a ZIP export. It all stays in the browser.
new -> 07-05A searchable games jobs board fed by local crawlers across 1,000+ studios, with a cleanup pass for titles, locations, and departments before anything goes live.
new -> 07-05Learning tracks that connect the existing guides into a path, plus project briefs you can actually build and show.
new -> 07-04A practical Simplygon section: what it is, how to run it from Python, how to use it in Maya, and the small tips that save a lot of pain.
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