My name is Martin Palko, I’m a Technical Artist, and have been working on games professionally since 2011, and as a hobbyist long before then. My foray into the games industry started working on total conversion mods for Command and Conquer and Unreal Tournament. Over the years, I’ve developed my skills and have been fortunate enough to work on a number of successful projects.
I’m currently living in Ontario, Canada, and working as a Principle Technical Artist at EA’s SEED, exploring the future of rendering and content creation.
Feel free to contact me via email or linkedin!

Email: m.palko@outlook.com
Linkedin: Martin Palko
Projects:
- Unannounced Project (EA Motive)
- Dead Space (EA Motive)
- Star Wars: Squadrons (EA Motive)
- Shadow of The Tomb Raider (Eidos Montreal)
- Robinson: The Journey (Crytek)
- The Climb (Crytek)
- Snowboard Party (Ratrod Studio)
- Renegade-X (Totem Arts)
- Geistkrieg: A Shadow Over Egypt (Tankrush ltd)
- Blast Points (Pub Games)
- Primal Carnage (Lukewarm Media & Pub Games)
- Mideast Crisis 2 (Isotx)
Skills:
- Deep understanding of C++, C#, HLSL, and Python.
- Rendering and shader development using both node-based and code-driven workflows.
- Development of tools, end-to-end production workflows, asset pipelines, and build automation.
- High and low level performance profiling and optimization on CPU and GPU.
- In a past life: High and low resolution hard-surface modelling, UV mapping, baking, and photo-realistic PBR texture creation.
Engines:
- CryENGINE
- UDK
- Unreal Engine 4 & 5
- Unity
- Foundation (Tomb Raider)
- Frostbite
