3D Character Artist specialized in creating characters for games. Including high-poly sculpting, low-poly modeling, PBR texturing... & also have knowledge on concept and character design.
Strong understanding of anatomy, silhouette readability and stylized work.
-Joined the project as a 3D artist and quickly progressed into leading the visual direction of card design, establishing quality standards and aesthetic consistency.
-Produced optimized promotional renders and animations while collaborating with product and development teams through fast iteration cycles.
-Delivered multiple production assets under tight deadlines, balancing visual quality with technical production requirements.
-Contributed to the successful launch of the application, achieving top ranking positions on the App Store during its first release week.
- Created game-ready character avatars from start to final in-engine implementation in Unity, including sculpting, topology optimization, UV layout and PBR texturing.
- Developed rigs, blendshapes and modular clothing systems supporting real-time character customization.
- Built and assembled real-time environments inside Unity using self-produced optimized assets, including prefab creation and decal integration.
- Collaborated in agile multidisciplinary teams, iterating artistic and technical solutions to meet performance targets.
- Delivered stylized game-ready characters, props and animations across multiple projects.
- Managed the end-to-end asset workflow from high-poly sculpt to optimized final delivery.
- Adapted visual style and technical execution to match established art direction and production constraints.
- Maintained direct communication with clients and developers through structured feedback and milestone reviews.
- Contributed to a real-time VR museum experience by processing and optimizing scanned assets for Unreal Engine integration.
- Cleaned and optimized scanned meshes and textures, transforming raw scan data into game-ready assets suitable for real-time interaction.
- Ensured visual fidelity while adapting assets to interactive performance constraints within an immersive environment
During the internship I worked with a good professional team dedicated to audiovisual content, being part of it helping with their orders, modeling, cleaning geometry, texturing and whatever was necessary to reach the final goal.