Andres Prados
Andres Prados
Lead Character Artist @MLC
Sevilla, Spain

About

I am a passionate 3D Character Artist with extensive experience in the video game and VR industry. I specialize in the creation of realistic and real-time characters, leveraging a strong command of cutting-edge software and techniques to bring innovative and detailed ideas to life.

In addition to my role at MLC as Lead Character Artist, I work as a professional freelancer, successfully managing projects from conception to completion for a diverse range of clients and styles. This flexibility has honed my ability to adapt quickly to different artistic styles and project requirements.

My focus extends beyond technical quality; I thrive in collaborating effectively with multidisciplinary teams. I value constructive feedback and seize every opportunity to improve and overcome challenges. Throughout my career, I have honed my ability to effectively coordinate teams, solve problems and develop new production pipelines to enhance workflow efficiency.

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Skills

3D ModelingCharacter ModelingDigital SculptingEnvironment ModelingPhotogrammetryPBR Texturing

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

Productions

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

Experience

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

    I play a pivotal role in managing MLC’s network of 3D freelancers. While I remain an active freelancer, creating 3D characters, shaders, and models for clients, I also oversee project coordination and artist assignments, ensuring each project aligns with the client’s unique style and requirements.

    My responsibilities include:

    - Project Coordination: Distributing tasks among artists and managing project pipelines to optimize workflow efficiency.

    - Workflow Development: Experimenting with new tools and creating custom solutions in C# to improve production processes.

    - Quality Assurance: Overseeing asset reviews to ensure all deliverables meet MLC Studio’s high standards.

    - File Organization: Managing departmental assets and maintaining structured file systems.

    - Industry Representation: Attending in-person events, assisting with company booths, and networking to promote MLC’s capabilities.

    - Mentorship & Training: Guiding junior artists by providing feedback, tutorials, and best practices to improve team quality.

    - Technical Direction: Ensuring assets are optimized for real-time engines like Unreal Engine or Unity while maintaining visual fidelity.

    - Collaboration with Other Departments: Working closely with animators, riggers, and technical artists to ensure characters integrate seamlessly into production.

    - Art Direction Support: Assisting in defining and maintaining the artistic vision and consistency of character assets across projects.

    - Client Communication: Acting as a liaison between clients and artists to clarify expectations, provide updates, and implement revisions efficiently.

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

    specialized in creating 3D character models, assets, props, and shaders for a diverse range of clients. I handled projects with varying artistic styles and performance requirements, ensuring optimal compatibility across different consoles and platforms.

    My responsibilities included:

    - Character & Asset Creation: Designing high-quality 3D characters, props, and shaders tailored to client specifications.

    - Adaptability to Art Styles: Delivering assets across different artistic directions, from stylized to realistic.

    - Optimization for Platforms: Ensuring models met performance constraints for various gaming platforms.

    - Collaboration with Teams: Working with other artists and developers in remote and multidisciplinary environments.

    - Project Management: Balancing multiple projects, budgets, and deadlines while maintaining high-quality standards.

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

    I contributed to the development of the VR game OhShape, focusing on game design, level conceptualization, environment creation, modeling, and texturing for in-engine implementation. I worked with the studio’s custom tools to ensure assets met the performance requirements of various VR platforms, including Meta Quest, Pico, HTC Vive, and PlayStation VR.

    My responsibilities included:

    - Game & Level Design: Assisting in conceptualizing and designing engaging VR levels and environments.

    - 3D Asset Creation: Modeling and texturing optimized assets for seamless integration into the engine.

    - Performance Optimization: Ensuring assets adhered to strict VR performance requirements across multiple devices.

    - Marketing Support: Creating custom animations and renders for social media and store platforms.

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

    This was more of a 3D Generalist, I created artwork for the music group AJR, translating their creative vision into 2D artwork for their album and socials. Working from briefs provided by their team, I handled the full 3D production pipeline, including blocking, sculpting, retopology, UV mapping, texturing, and compositing.

    My responsibilities included:

    - Single Artwork: Designed the official artwork for the song "Bang!".

    - Tour Promotion: Created a promotional poster for their new tour.

    This role required a strong balance of creativity and technical execution, ensuring that each piece aligned with the band's artistic direction and public image

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

    I collaborated with renowned 3D artists Rafael Costa and Rafa Zabala on projects for Lavazza, the Italian coffee brand. My primary role focused on 3D modelling of environments and female characters, utilizing ZBrush, Blender, and Substance Painter as my main tools.

    My responsibilities included:

    - 3D Character & Environment Modeling: Created detailed female models and environmental assets aligned with the artistic vision and photographs.

    - High-Quality Sculpting: Used ZBrush for sculpting intricate details while ensuring proper anatomy and form.

    - Texturing & Materials: Texture projection mapping workflow was used in this project

    - Artistic Collaboration: Worked closely with Rafael Costa, Rafa Zabala, and the creative team to maintain brand consistency.

    This collaboration demanded precision, artistic quality, and technical expertise to meet the creative standards set by both the artists and the brand, ensuring the delivery of detailed and visually compelling models.

  • Prop and Asset Artist at Gunstar Studio
    Sevilla
    February 2018 - June 2018

    I was responsible for transforming concept art into 3D models for spaceships and environments in Phobos Vector Prime. My tasks included sculpting high-poly models using ZBrush, performing retopology, baking, UV mapping and texturing in Substance Painter. I then implemented these assets into the game engine, ensuring seamless integration and performance.

    My responsibilities included:

    - 3D Asset Creation: Bring concept art into detailed 3D models for spaceships and environments.

    - High-Poly Sculpting: Utilized ZBrush and Blender for creating complex hard surface models.

    - Retopology & Optimization: Converted high-poly models into optimized, game-ready assets.

    - Texturing: Created realistic textures using Substance Painter to ensure visual quality.

    - Game Engine Integration: Implemented assets into the game engine, ensuring seamless integration with the environment and PS4 QA.

    - Artistic & Technical Collaboration: Worked closely with the design and technical teams to maintain artistic vision while ensuring game performance.

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