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.
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.
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.
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.
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.
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.
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.
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.