ZIN KO MYINT
GET IN TOUCH

I build the picture and the machine that makes it.

Half of my week is spent inside Unity and Blender — writing shaders, rigging real-time scenes and making engines behave like cameras. The other half is spent on set with an a7III, or in a grading suite deciding what a face should feel like.

That split isn't a compromise. Real-time work taught me that light is a system you can reason about; documentary work taught me that a system nobody feels is worth nothing. Most of my projects live where those two admissions meet — installations that have to run for eight hours a day, films that have to survive a colourist, interfaces that have to be legible at 3am.

TRAJECTORY
OSAKA → TOKYO
2026Independent PracticeTOKYOReal-time installation and documentary commissions under my own name.
2024Lead Creative TechnologistSTUDIO KOHAKUBuilt the real-time pipeline behind three permanent museum installations.
2022Director of PhotographyFREELANCEShot documentary and commercial work across Kansai and Kantō.
2020Technical ArtistGAME STUDIO, OSAKAShaders, lighting and tools for two shipped titles on Unity.
2019B.Eng, Information ScienceKYOTOGraduated into a camera habit that never went away.

DISCIPLINES

DEPTH, NOT A CHECKLIST. YEARS SHIPPED, NOT YEARS OPEN.

Unity / Real-time 3DLEAD06 YRS
Blender / Look DevLEAD07 YRS
CinematographySENIOR05 YRS
Colour GradingSENIOR05 YRS
Beauty PortraitSENIOR04 YRS
UI·UX / Front-endLEAD06 YRS
KIT & STACK
CAMERA

Sony a7III

Anamorphic 1.55x

Aputure 600d

Field recorder

REAL-TIME

Unity 6 / HDRP

Shader Graph

C# / DOTS

OpenXR

3D & POST

Blender / Cycles

Substance 3D

DaVinci Resolve

Premiere Pro

DESIGN

Figma

React / Three.js

TypeScript

Pencil

SELECTED CLIENTS & RECOGNITION
2021 — 2026
Kyoto Museum of Craft

Permanent real-time installation, 2025

NHK Documentary Unit

Cinematography, two broadcast shorts

Shiseido Editorial

Beauty campaign stills, 2024

Nintendo (contract)

Technical art, unannounced title