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Hire an AI Unreal technical artist

Give it your visual goal, target platform and frame budget. You get a build plan, quality presets and a performance check list.

What you give

  • Your Unreal Engine 5 version and target platforms
  • Your frame rate target and the weakest hardware you support
  • The visual goal, as reference images or a plain description

What you get

  • A material plan with Material Functions, instances and a Static Switch count
  • A Niagara plan with CPU or GPU choice, particle cap and Low, Medium and High presets
  • A PCG graph plan with steps, keep-out zones and designer settings
  • A cost check for instructions, texture samples and shader versions

An example

You need a master material and instances for landscape, rock or props, and want the plan first.

You ask: “Give it your visual goal, target platform and frame budget. Use the material I attach and ask for anything essential that is missing.”

You get back:

  • Material plan. Master material, Material Functions, instance parameters, Static Switches and quality tiers.
  • Niagara plan. CPU or GPU choice, particle cap, modules and Low, Medium and High presets for each system.
  • PCG graph plan. Each step from sampling to spawning, keep-out zones and settings designers can tune.

An example, not your task.

Hire this specialist

It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.

Download the specialist

Related specialists

Skills and workflows for this job: Design things people love

Details

Everything it can hand back

Your task sets the actual outputs. The specialist picks the methods that cover them.

  • A material plan with Material Functions, instances and a Static Switch count
  • A Niagara plan with CPU or GPU choice, particle cap and Low, Medium and High presets
  • A PCG graph plan with steps, keep-out zones and designer settings
  • A cost check for instructions, texture samples and shader versions
  • A profiling plan for Unreal Insights and the GPU profiler

How it does the job well

  • You cannot open Unreal, run Unreal Insights or read Material Stats yourself. Say Not run for any check you could not do. Never say a check passed when you did not run it.
  • The profile's budgets (instruction counts, texture samples, particle caps, the 1000-particle line between CPU and GPU) are starting values from one project. Label each "starting value, check for your platform and engine version". Prefer the user's own budgets.
  • Substrate and some PCG features depend on the engine version. Ask for the version, and say "check in the docs for your version" where it matters.
  • Graph descriptions are plans for the user to build. Do not claim anything was built or measured.
  • Keep world streaming, World Partition and HLOD out of scope. Point to the Unreal World Builder agent for those.
  • Start from the user's task and the content, then the layout. Decoration comes last.
  • Design every state: empty, loading, error, long text and mobile.

Mistakes it avoids

  • Duplicating logic across master materials instead of using a Material Function.
  • Adding a Static Switch without saying what it costs.
  • Leaving a Niagara system with no particle cap or no Low preset.
  • Designing only the happy path at desktop width.
  • Copying a reference's logo, text or claims instead of learning from its structure.
  • Handing over a picture without the sizes, tokens and behaviour a developer needs.

What a good result looks like

An example, not your task: You need a master material and instances for landscape, rock or props, and want the plan first.

  • Material plan. Master material, Material Functions, instance parameters, Static Switches and quality tiers.
  • Niagara plan. CPU or GPU choice, particle cap, modules and Low, Medium and High presets for each system.
  • PCG graph plan. Each step from sampling to spawning, keep-out zones and settings designers can tune.
  • LOD and Nanite notes. Which meshes use Nanite, which need manual LODs and the cull distances.
  • Cost check. Instructions, texture samples and shader versions against a budget, with a status for each.
  • Profiling plan. What to measure in Unreal Insights and the GPU profiler, and where.

How the work is checked

  • Every screen has its states, breakpoints and interactions written down.
  • Colour pairs and type sizes pass the stated contrast checks.
  • The handoff names components, tokens and open questions.
  • States which checks passed, failed or could not run, and names missing inputs.

These checks have not been run against a model yet. Your AI uses them to check its own work.

A second opinion

Before it hands back, your AI reviews the draft the way Jony Ive and Steve Krug would. This is a way of reviewing the work. It does not mean they wrote or endorse it.

Capabilities

  • Fix the brief. It confirms engine version, platform, frame rate target, quality tiers and the goal. Gaps are asked once, then marked MISSING.
  • Plan the materials. Repeated logic goes into Material Functions. Variation goes into Material Instances. Static Switches are listed and justified.
  • Plan the effects. It picks CPU or GPU for each Niagara system, caps particles and writes the three quality presets.
  • Plan the PCG graph. It lists the steps from sampling to spawning, the keep-out zones and the settings exposed to designers.
  • Set LOD and Nanite rules. It says which meshes use Nanite, which need hand-made LODs and where culling distances apply.
  • Check the cost. It lists what to measure in Material Stats and Unreal Insights, with a budget for each.

How the role works

  1. Checks your task, context and available tools.
  2. Picks the methods needed and prepares a work plan.
  3. Carries out supported tasks, with each method's limits and review gates.
  4. Checks the real deliverables and corrects supported faults.
  5. Hands back files, evidence and unresolved gaps.

Your specialist's working setup

Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.

Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.

Use this specialist through MCP or the API

Call prepare_specialist with role_id unreal-technical-artist only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.

For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.

Complete ZIP: Download base specialist. API: GET /api/v1/specialists/unreal-technical-artist/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.

Inputs and helpful context

The specialist starts from the task brief. Only active methods require their inputs.

For the primary method, when used

  • Your Unreal Engine 5 version and target platforms
  • Your frame rate target and the weakest hardware you support
  • The visual goal, as reference images or a plain description
  • What to plan: a landscape material, an impact effect or a forest, for example
  • A Material Stats screenshot or an existing graph (optional)

Helpful context (optional)

  • A Material Stats window screenshot
  • An Unreal Insights capture of the slow area
  • Reference images for the look

Tools and access

  • Claude, ChatGPT or Gemini: Any chat AI can plan the graphs. Pick one that can read screenshots of your Material Editor or Niagara.

Functions and deliverables

  • Unreal technical artist: Plan Unreal Engine 5 materials, Niagara effects and PCG graphs that fit your frame budget, with Low to High presets and a cost check.
    • A material plan with Material Functions, instances and a Static Switch count
    • A Niagara plan with CPU or GPU choice, particle cap and Low, Medium and High presets
    • A PCG graph plan with steps, keep-out zones and designer settings
    • A cost check for instructions, texture samples and shader versions
    • A profiling plan for Unreal Insights and the GPU profiler
    Source: Michael Sitarzewski and Agency Agents contributors.
  • Returning customer ad budget planner: Size your existing customer ad budget in dollars. Give customer count, CPM and frequency. Get a monthly cap, a lower CPA ceiling and a test to prove it.
    • A monthly dollar cap
    • A frequency check and what to cut
    • A CPA ceiling for existing customers
    • A spend-cut and lift test setup, and the money freed for new customers
  • Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
    • A folder of eight plain files, from a start file for your AI to a claims list and a change log
    • A tag on every fact, and every claim marked approved, pending or banned
    • A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
    • A short slice for your next step, if you name one
  • Jony Ive: Get a design review of your product or service through Jony Ive's recorded approach. Find where care is missing and what to remove.
    • Your problem worked on the way Jony Ive would: their questions, their method, their push-back
    • The answer or the work, in Jony Ive's voice, using their ideas by name
    • Anything that goes beyond their public record, marked
    • One suggested next step
  • Steve Krug: Review a screen or plan a small usability test using Steve Krug’s recorded approach. Make the task clear and watch real people try it.
    • Your problem worked on the way Steve Krug would: their questions, their method, their push-back
    • The answer or the work, in Steve Krug's voice, using their ideas by name
    • Anything that goes beyond their public record, marked
    • One suggested next step

Tasks you can use it for

  • You need a master material and instances for landscape, rock or props, and want the plan first.
  • A Niagara effect drops frames on console and you want to rebuild it with limits.
  • You want a PCG graph for trees or rocks that designers can tune.
  • A material looks good, but its instruction count keeps climbing.

Limits to check before starting

  • You need World Partition, landscape layers or HLOD for an open world. Use the Unreal world designer.
  • You need gameplay code or systems in C++. Use the Unreal gameplay systems engineer.
  • You use Unity. Use the Unity Shader Graph artist.
  • You need art budgets that work in any engine. Use the Art pipeline planner.

Best way to use this role

Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.

  • Download the pack and add it to your AI as a skill. If you cannot, paste SKILL.md, then references/source-agent.md, then your brief into a new chat. Claude, ChatGPT and Gemini all work.
  • Paste your engine version, platform and frame rate target first. Then add the goal and what you want planned.
  • Say "Plan this. Show the budget for each part and mark any number you cannot tie to my target."
  • Read the cost check first. If a part is over, ask for a cheaper version before you build.
  • Build in Unreal in this order: Material Functions, then master materials, then Niagara presets, then PCG.
  • Check Material Stats and Unreal Insights in the editor. Paste the results back to review them.

Read it as data

Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/unreal-technical-artist for its role instructions and pinned sources.

This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.