About Me

Bjornfred

Lead 3D / Technical Artist

Hi, I'm Björn Månsson. I'm a 3D / Technical Artist who enjoys working at the intersection of art and technology. Most of my experience comes from building high-quality real-time assets for games, with a strong focus on modeling, materials, shaders, tools, and extensive experience working in Unreal Engine.

Over the years I've also worked as a lead and manager, helping guide teams and supporting the artists I work with. Mentoring has been a big part of my career. Especially over the last five years, my focus has been on helping artists grow into their own strengths, improving workflows, and doing what I can to elevate the people around me.

I've also spent a lot of time working with performance and optimization. As a feature owner for world art performance, I helped establish workflows for profiling and benchmarking, and worked closely with artists across the team to track down bottlenecks and improve runtime performance in large environments.

I enjoy digging into the technical side of things just as much as the artistic side. Whether it's writing shaders, building tools to speed up workflows, or solving tricky rendering problems, I like figuring out how things work and how to make them better.

I've had the opportunity to contribute to projects such as Battlefield V, Exoborne, Bloodhunt, and Battlefield 2042, working with talented teams to create assets and technology used in large-scale game productions.

Outside of work I spend a lot of time programming and concept modeling. Most of my personal projects are written in C and C++, and recently I've been learning Rust while experimenting with a hobby 3D game engine focused on high-end graphics. I very much enjoy modeling, texturing, building small tools, rendering experiments, and generally exploring the technical side of game development. When I'm not doing that, I'm usually spending time with my family. At the end of the day, though, what I care about most is growing as a developer and making games together with friendly, like-minded people.

Quick Summary

Role: 3D / Technical Artist

Focus: Modeling, shaders, tools, performance, and real-time workflows

Leadership: Several years as a lead / manager, with a strong focus on mentoring artists

Tech: C, C++, Rust, performance, tools, rendering experiments, and general engine work

Engine: Extensive Unreal Engine experience

What matters most: Making games with friendly, like-minded people

Capabilities & Software

Programming: C, C++, Rust, Python, C#, HTML, CSS

DCC / Art Tools: Blender, Maya, 3ds Max, Modo, Houdini, 3DCoat, ZBrush, Marvelous Designer, Speed Tree

Texturing / Materials: Substance Painter, Substance Designer, Mixer, Photoshop

Procedural / Cad: Houdini, Plasticity, MoI3D, Fusion

Terrain / World Building: Gaea, World Machine

Profiling / Debugging: PIX, Nsight, Unreal Insights

Engines: Unreal Engine, Frostbite, Unity, CRYENGINE, Unity

Feel free to reach out to me:

bjornfred.mansson@gmail.com

LinkedIn

Artstation