Andres Prados
Andres Prados
Senior Character Artist @Freelance
Sevilla, Spain

About

Senior Character Artist with 6+ years of experience creating production-ready characters and scalable character pipelines for games and VR.

I've worked across the complete character production pipeline, from high-poly sculpting and texturing to optimization, engine integration, and real-time rendering. Throughout my career, I've contributed to projects ranging from indie titles to internationally released games, including Netflix Games' FIFA World Cup.

Beyond character creation, I enjoy building efficient production workflows, developing pipeline tools, mentoring artists, and collaborating with multidisciplinary teams to deliver high-quality assets at scale.

Open to Senior Character Artist, Lead Character Artist, and freelance opportunities.

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Skills

Character ModelingCharacter Art3D ModelingDigital SculptingPBR TexturingPhotogrammetryRealtime Characters

Software proficiency

ZBrush
ZBrush
Blender
Blender
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unity
Unity
Unreal Engine
Unreal Engine
TopoGun
TopoGun
Marvelous Designer
Marvelous Designer
R3DS Wrap
R3DS Wrap
PureRef
PureRef
RizomUV
RizomUV
R3DS ZWRAP
R3DS ZWRAP

Productions

    • Video Game
      FIFA WORLD CUP
    • Year
      2026
    • Role
      Senior 3D Character Artist
    • Company
      Refactor Games
    • Video Game
      Morbid Metal
    • Year
      2025
    • Role
      Lead 3D Character Artist
    • Company
      Felix Schade (MLC Studio)
    • Video Game
      FitXR - Zumba
    • Year
      2024
    • Role
      Lead 3D Character Artist
    • Company
      FitXR (MLC Studio)
    • Video Game
      Wild Yonder
    • Year
      2023
    • Role
      Freelance 3D Character Artist
    • Company
      Players Attic (MLC Studio)
    • Video Game
      Knight Lands
    • Year
      2023
    • Role
      Freelance 3D Character Artist
    • Company
      Knight Lands (MLC Studio)
    • Video Game
      Matrioshka Games
    • Year
      2022
    • Role
      Freelance 3D Character Artist
    • Company
      Matrioshka Games (MLC Studio)
    • Video Game
      Pro Soccer Online
    • Year
      2021
    • Role
      Freelance 3D Character Artist
    • Company
      Skywall Studios LLC (MLC Studio)
    • Video Game
      Oh Shape VR
    • Year
      2020
    • Role
      3D Artist
    • Company
      Odders Lab
    • Commercial / Advertisement
      Lavazza
    • Year
      2020
    • Role
      Freelance 3D Character Artist
    • Company
      Lavazza (Rafa Zabala Studio)
    • Video Game
      Phobos Vector Prime
    • Year
      2018
    • Role
      3D Artist
    • Company
      Gunstar Studios

Experience

  • Senior Character Artist at Refactor Games
    AF
    June 2025 - August 2026

    Contributed to the development of Netflix Games' FIFA World Cup cloud-streaming title, collaborating with multidisciplinary teams to deliver high-quality character assets and scalable production workflows.

    - Created the base player body, managing the full production pipeline from high-poly sculpting and retopology to UVs, baking, and optimization.

    - Designed and developed the universal team uniform system, including modular jersey components and collar variations compatible across all teams.

    - Created authentic home and away kits for 20+ national teams, including Spain, Argentina, Belgium, Brazil, France, and Mexico, following official brand guidelines and real-world references.

    - Owned the design and implementation of the goalkeeper kit system for all 96 national teams, developing a procedural workflow that enabled rapid color variations while maintaining visual consistency and production efficiency.

    - Developed a custom Python tool for Substance Painter that generated textures, Painter projects, naming conventions, and folder structures directly from Excel data, reducing production time from 22 hours to just 40 minutes.

    - Collaborated with Tech Art and Engineering to optimize assets for real-time cloud rendering while maintaining visual fidelity and performance.

    - Conducted R&D to prototype improvements for character rendering, customization systems, and future production pipelines.

    - Reviewed outsourced character assets, providing feedback on quality, player likeness, and production readiness.

    - Produced marketing-ready character assets by refining animation deformations for promotional renders.

  • Lead Character Artist at Magna Ludum Creatives
    May 2022 - May 2025

    Led the Character Art department across 15+ game and VR productions, managing a distributed network of 20+ internal and freelance artists while establishing scalable pipelines, technical standards, and quality processes for international clients.

    - Led and coordinated a team of 20+ artists, assigning weekly production tasks based on project requirements, artist expertise, and availability.

    - Built and standardized the studio-wide Character Art pipeline, defining production milestones, documentation, naming conventions, and folder structures to ensure consistent quality across distributed teams.

    - Established technical budgets for character assets, including polycount, topology, texel density, materials, and engine requirements, translating client goals into clear production guidelines.

    - Owned final quality approval for character assets, reviewing anatomy, topology, materials, shaders, engine implementation, and providing paintovers and detailed feedback before client delivery.

    - Developed internal C# pipeline tools to automatically validate repository structure and naming conventions, improving production consistency and streamlining quality control across the studio.

    - Mentored artists through weekly WIP reviews, one-on-one coaching, and production support, helping freelancers adopt unified workflows and deliver studio-quality assets.

    - Collaborated with Production, Sales, and HR to assign artists to projects, interview new talent, and optimize team performance based on each artist's strengths.

    - Contributed to projects including The Lord of the Rings: Return to Moria, Morbid Metal, FitXR VR, Knights in Tight Spaces, The Bornless, Remnant Records, and Labyrinthine.

  • Freelance 3D Character Artist at Magna Ludum Creatives
    July 2020 - Present

    Specialized in creating production-ready characters, creatures, props, clothing, and shaders for international game studios, delivering assets across a wide range of artistic styles and technical requirements for PC, console, and VR projects.

    - Delivered realistic and stylized character assets, adapting to each client's artistic vision, production pipeline, and quality standards.

    - Created production-ready assets optimized for real-time applications, balancing visual fidelity with platform-specific performance requirements.

    - Managed the complete character production pipeline, including sculpting, retopology, UVs, baking, texturing, blendshapes, optimization, and engine integration.

    - Collaborated with artists, technical artists, animators, and developers in remote, multidisciplinary teams to deliver assets on schedule.

    - Managed multiple client projects simultaneously, adapting quickly to different workflows, pipelines, and production deadlines while maintaining consistent quality.

    Built long-term relationships with international clients by consistently delivering production-ready assets that met artistic, technical, and scheduling requirements.

  • 3D Artist at Odders Lab
    Sevilla
    March 2020 - May 2020

    Contributed to the development of the VR rhythm game OhShape, creating game-ready assets and environments while ensuring performance across multiple VR platforms, including Meta Quest, Pico, HTC Vive, and PlayStation VR.

    - Created and optimized 3D environments and gameplay assets for seamless in-engine integration.

    - Contributed to level design and gameplay implementation, supporting the creation of engaging VR experiences.

    - Optimized assets to meet the strict performance requirements of standalone and PC VR platforms while maintaining visual quality.

    - Collaborated with artists, designers, and programmers using the studio's proprietary tools and production pipeline.

    - Produced promotional renders and animations for marketing materials and digital storefronts.

  • Freelance 3D Artist at AJR Music Band
    December 2019 - February 2020

    Collaborated with the multi-platinum band AJR to create promotional artwork, translating the band's creative vision into high-quality 3D visuals for music releases and marketing campaigns.

    - Created the official artwork for the hit single "Bang!", managing the complete 3D production pipeline from concept interpretation to final compositing.

    - Designed promotional artwork for the band's tour, delivering visuals aligned with AJR's artistic identity and branding.

    - Produced high-quality renders through modeling, sculpting, retopology, UV mapping, texturing, lighting, and post-production.

    - Worked directly from creative briefs, transforming ideas into polished marketing assets while meeting production deadlines.

  • Freelance 3D Artist at RafaZabalaStudio
    Valencia
    June 2019 - Present

    Collaborated with renowned artists Rafael Costa and Rafa Zabala on a commercial campaign for Lavazza, creating high-quality characters and environment assets that combined artistic accuracy with production-ready assets.

    - Created detailed character and environment assets from photographic references, ensuring accuracy, realism, and visual consistency.

    - Sculpted realistic anatomy and high-frequency details in ZBrush, delivering assets that met the campaign's artistic standards.

    - Produced photorealistic textures using projection mapping workflows to achieve high-quality materials and surface detail.

    - Collaborated closely with the art team to maintain visual consistency and align assets with the creative direction of the campaign.

    - Delivered production-ready assets using Blender, ZBrush, and Substance 3D Painter, balancing artistic quality with efficient production workflows.

  • 3D Generalist at Gunstar Studio
    Sevilla
    February 2018 - June 2018

    Contributed to the development of Phobos Vector Prime, creating game-ready hard-surface assets and environments from concept art through engine implementation for PlayStation 4.

    - Created spaceships and environment assets, managing the complete production pipeline from high-poly sculpting and retopology to UVs, baking, texturing, and engine integration.

    - Translated concept art into optimized 3D assets while maintaining the project's visual style and technical requirements.

    - Sculpted detailed hard-surface models in ZBrush and Blender, producing production-ready assets for real-time use.

    - Optimized assets for performance and implemented them into the game engine, supporting PS4 quality and technical requirements.

    - Collaborated closely with designers and programmers to ensure seamless integration and consistent gameplay performance.

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