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Sharmista Sharma Joins the Division of Games


Welcoming Sharmista Sharma to the Division of Games

The Division of Games at the University of Utah is delighted to announce the appointment of Sharmista Sharma as Assistant Professor (Lecturer) in Technical Art. Sharmista’s appointment is a homecoming in the most meaningful sense: she completed both her undergraduate and graduate studies here at the University of Utah, earning her Master’s degree in Entertainment Arts and Engineering from the Division of Games, and she has already been serving the Division as an adjunct faculty member. In transitioning to a full-time teaching faculty role, she brings with her an uncommon combination of deep industry experience as a Lead, demonstrated classroom effectiveness, and a genuine commitment to the students and program that shaped her own career.

Sharmista’s industry background spans technical art, engineering, environment art, and production leadership across games and interactive media. She spent nearly two years as a Lead Environment Artist at Synodic Arc, a Meta-affiliated studio, where she developed shaders, scripts, and built batch tools for functionality and optimization, as well as implementing destruction, pyro, and distortion VFX. She also worked on profiling environments for GPU/CPU performance, modeled hard surface and organic weapons/assets in Maya, while contributing to pipeline development, coordinating her team, and giving critiques.

Her technical range is broad. Her work includes end-to-end asset and pipeline development, spanning shader/code-based tool creation, Houdini-driven VFX integration, modeling and real-time performance optimization across VR and game environments. Along with other contract work, she has experience in defense and aerospace simulation at Collins Aerospace, where she developed custom tools for high-fidelity LOD structures for military and commercial vehicles within their proprietary engine.

What distinguishes Sharmista as a teaching faculty member is how directly she translates her production experience into the classroom. Her courses are grounded in real challenges she has faced throughout her career, from entering the industry to taking on leadership-level roles, turning them into practical, problem-solving lessons. Rather than teaching tools in the abstract, she structures her classes around the kinds of problems students will encounter on their first day in a studio. She currently teaches VFX and simulation pipelines, building procedural Houdini-based tools and workflows, and Unreal Engine environments, with a focus on both functionality and optimization.

“Nobody quite knows where this industry will take you,” says Sharmista. “What we do know is that when you find your quest, dragons live in the parts of the pipeline no one understands. Tech artists are the first to fight them!”

Ryan Bown, Director of the MEAE Program and chair of the search committee that hired Sharmista, adds “Sharmista is exactly the kind of instructor the Division of Games needs in technical art, someone who has actually shipped work, led teams, and solved the hard production problems she now teaches.  Our students don’t just learn from her slides; they learn from her experience. What makes her truly exceptional, though, is how much she genuinely cares about the people in her classroom. She came up through this program, she knows what it takes, and she’s committed to making sure every student who comes through here feels supported and capable. We couldn’t be more excited to welcome her home.”

Sharmista’s appointment reflects the Division of Games’ ongoing commitment to building a teaching faculty whose expertise is grounded in professional practice. Technical art sits at the intersection of art and engineering, and having an instructor who has worked at that intersection ensures that students learn not just how tools work, but how to think and communicate as technical artists in the industry.