Ricardo Hoyos is a Colombian-born digital artist and technical designer currently based in Aotearoa New Zealand. His work sits at the intersection of engineering, real-time technology, and creative expression, often blending cinematic world-building with a subtle sense of narrative and place. Drawing from both natural and constructed environments, his practice explores moments suspended between realism and speculative futures.
Professionally, Ricardo is a Senior Technical Level Artist and Level Designer with experience across more than 55 productions, spanning AAA games, VR and AR experiences, and immersive simulations. He specialises in real-time pipelines, lighting systems, procedural workflows, and shader development, working fluently across Unreal Engine, Unity, and custom in-house engines. His contributions range from large-scale multiplayer maps and interactive cinematics to research-driven tools and technical direction within both startup and global studio environments.
At the core of Ricardo’s practice is a passion for scalable design, cross-platform performance, and visual storytelling that resonates. Whether crafting environments for standalone VR, optimising performance for emerging hardware, or shaping expansive digital worlds, his work reflects a seamless balance between technical depth and creative intent.
For sizing and delivery details click HERE.
Ricardo Hoyos is a Colombian-born digital artist and technical designer currently based in Aotearoa New Zealand. His work sits at the intersection of engineering, real-time technology, and creative expression, often blending cinematic world-building with a subtle sense of narrative and place. Drawing from both natural and constructed environments, his practice explores moments suspended between realism and speculative futures.
Professionally, Ricardo is a Senior Technical Level Artist and Level Designer with experience across more than 55 productions, spanning AAA games, VR and AR experiences, and immersive simulations. He specialises in real-time pipelines, lighting systems, procedural workflows, and shader development, working fluently across Unreal Engine, Unity, and custom in-house engines. His contributions range from large-scale multiplayer maps and interactive cinematics to research-driven tools and technical direction within both startup and global studio environments.
At the core of Ricardo’s practice is a passion for scalable design, cross-platform performance, and visual storytelling that resonates. Whether crafting environments for standalone VR, optimising performance for emerging hardware, or shaping expansive digital worlds, his work reflects a seamless balance between technical depth and creative intent.
For sizing and delivery details click HERE.