Pavel Zverina

Senior UX / UI Designer & Systems Developer / Technical Artist

Prague, Czechia

About

Technical Artist with a strong artistic background and extensive technical experience across 2D / 3D content creation, real-time rendering, UI-driven systems, and hands-on development. I work at the intersection of art, technology, and UX/UI, focusing on asset pipelines, materials and shaders, engine integration, and the usability of visual systems. I combine UI/UX design with practical programming experience across interactive systems, including scripting and development in Swift, C#, and Python. Alongside established workflows, I actively explore how AI tools and automation can enhance production pipelines, iteration speed, and everyday development tasks. I have strong technical communication skills, and I enjoy flexible roles that combine Technical Artist, Designer, and Developer responsibilities. CV available in Featured section. Selected work & portfolio: https://adhesive-shamrock-780.notion.site/Technical-Artist-Portfolio-2ff463b0cad0802c9198fd022e6a8013?source=copy_link

Experience

  • UI / UX Designer & Developer, Technical Artist at BOHEMIA FALCON STUDIO, S.R.O.
    Jan 2012 - Present · 14 yrs 7 mos

    I designed and implemented interactive applications from concept to final implementation. The work included UX and UI design, visual style, technical solutions, and development. For the Ideas Mind Mapping App project, I worked as a designer, technical artist, and developer. The application is built on the Unity game engine, where I designed and implemented the visual system and worked on the final image in real time, including rendering and shaders. In addition to working in Unity, I am also familiar with Unreal Engine, especially in the area of material systems and shaders. I transfer my experience in real-time graphics and visual systems between engines and platforms, including the development of native applications for iOS or the web.

  • Technical Artist / VFX & 3D Generalist at frame100r
    Feb 2006 - Present · 20 yrs 6 mos

    Worked on visual and technical solutions for high-end audiovisual and VFX projects, combining 2D/3D graphics, motion design, and rendering workflows within established production pipelines. Contributed to VFX production for major Hollywood films, including Hostel, Underworld, and The Scorpion King, while analyzing and coordinating asset creation workflows across modeling, materials, animation, and rendering to ensure efficient handoff and smooth integration into production pipelines. Part of my work also involved the film storytelling and narrative aspects of projects – working with shot composition, editing rhythm, directing the viewer's attention, and the emotional tempo of scenes, including dialogue-oriented passages. Gained strong experience in production environments through continuous iteration based on feedback, asset optimization for delivery, and close collaboration with artists, animators, and technical teams. Awarded Gold at Promax/BDA Europe for Best Subscription Promo for a campaign for ČT Plus magazine.

  • Freelance Graphic Designer: TV-nova, ČT at Freelance
    Nov 1999 - Feb 2006 · 6 yrs 4 mos

    As a freelance 3D designer, I contributed to two major on-air rebrands for TV Nova, shaping the channel’s visual identity. Using Maya and After Effects, I created 3D intros, jingles, and motion graphics, often combining animation with live-action footage. The role involved close collaboration with directors and production teams, delivering visually consistent results under broadcast production constraints.

  • 3D Animator at TV Nova
    Jan 1999 - Dec 1999 · 1 yr

    I joined TV Nova, the Czech Republic’s leading commercial TV station, to help build the country’s first real-time 3D graphics team in news. We created live on-air 3D animations and visualizations using Autodesk Maya and VIZRT. It was an exciting opportunity to push creative and technical boundaries in broadcast media. - Meanwhile, i have helped localise Fallout and Fallout 2, a landmark moment for Czech gaming. Their release with Level magazine became the best-selling issues in Czech gaming history.

  • Level Magazine - Art Director at Vogel Group
    Jun 1996 - Dec 1998 · 2 yrs 7 mos

    I was responsible for the visual identity of LEVEL magazine during its transformation from a small gaming publication into the best-selling video game magazine in the Czech Republic. From cover design to supervising layouts and overseeing print production, I shaped the magazine’s look and feel. As part of the magazine’s digital extensions, I also designed UI menus for the LEVEL DVD, focusing on clarity, navigation, and visual consistency. I also occasionally contributed game and hardware reviews.