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Pavel Sevets
Pavel Sevets
Lead 3D Character Artist | Character TD / Technical Artist
Georgia

Summary

I’m a Lead 3D Character Artist / Character TD / Technical Artist with production experience in game development since 2009.

My work covers the full character pipeline for real-time and cinematic production, including sculpting, production-ready low-poly, deformation-aware topology, UVs, baking, texturing, hair cards and grooming, rigging, skinning, facial setups, LODs, and Unreal Engine integration.

I work at the intersection of character art and technical production, combining hands-on artistic experience with a background in applied mathematics and programming. I develop Python tools and semi-automated Maya workflows for rigging, skin transfer, asset validation, MetaHuman-based character pipelines, and other production tasks.

I have led and supervised distributed teams of up to 15 artists, providing art direction, production feedback, technical guidance, and pipeline support.

A major public credit is Crime Boss: Rockay City, where I created multiple character assets across the production pipeline, including a likeness head for Michael Rooker. Additional experience includes long-term production support, outsourcing, internal pipeline development, and NDA projects.

I’m currently focused on Lead/Senior Character Artist roles and open to Character TD or Technical Artist opportunities aligned with my production and tools background.

Tools: Maya, ZBrush, Substance 3D Painter, Marvelous Designer, XGen, Mari, Photoshop, Unreal Engine, Python.

Skills

Character ModelingTeam ManagementDigital Sculpting3D ModelingTechnical ArtPBR TexturingPython ScriptingUV MappingRiggingSkinningPipeline ToolsHard Surface Modeling

Software proficiency

ZBrush
ZBrush
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Marvelous Designer
Marvelous Designer
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
UVLayout
UVLayout
xNormal
xNormal
R3DS Wrap
R3DS Wrap
Visual Studio
Visual Studio
Python
Python
Unreal Engine
Unreal Engine
Xgen
Xgen
RizomUV
RizomUV
MetaHuman Creator
MetaHuman Creator

Productions

    • Video Game
      Crime Boss: Rockay City
    • Year
      2023
    • Role
      Lead character artist
    • Company
      Gameco Studios
    • Video Game
      Solasta: Crown of the Magister
    • Year
      2021
    • Role
      Lead character artist
    • Company
      Gameco Studios
    • Video Game
      Super People
    • Year
      2022
    • Role
      Character artist
    • Company
      Gameco Studios
    • Video Game
      R.I.P.D.: The Game
    • Year
      2013
    • Role
      Character artist
    • Company
      TRACE studio
    • Video Game
      Ballistic Overkill
    • Year
      2017
    • Role
      Character artist
    • Company
      Haggard Games
    • Video Game
      Alekhine's gun
    • Year
      2016
    • Role
      Character artist
    • Company
      Haggard Games

Experience

  • Lead character artist / Character TD at Freelance
    March 2017 - Present

    Working independently with game developers, outsourcing studios, and private clients on character production, leadership, rigging, and technical art. Projects range from full-cycle character assets and small character batches to long-term production support, team supervision, custom Maya tools, and pipeline development.

    My earlier freelance work from 2011 to 2013 focused primarily on full-cycle character production for game projects.

  • Lead character artist / Character TD at Gameco Studios
    February 2018 - November 2023

    Worked with Gameco Studios on a long-term, project-based contract, initially as a 3D Character Artist and later as Lead 3D Character Artist / Character TD. Created production-ready character assets and led distributed teams of 5–10 artists across projects including Super People, Pantheon’s Legends, Solasta: Crown of the Magister, Crime Boss: Rockay City, and other outsourced productions. Responsibilities included asset scoping, schedule and cost estimation, client communication, full-pipeline reviews, technical guidance, workflow improvements, rigging, and delivery oversight. Personally created multiple key character assets, including the likeness head for Michael Rooker’s character in Crime Boss: Rockay City.

  • Lead 3D Artist / Character TD at Wizarlabs Inc.
    July 2013 - February 2017

    Worked remotely as Lead 3D Artist / Character TD on Moovie Toons, an unreleased stylized iOS game. Supervised the 3D production pipeline and a small team, maintaining visual consistency across characters, environments, and props. Created key assets and developed modular workflows, LODs, joint-based facial rigs, animation retargeting, and other technical solutions for mobile constraints.

  • Lead 3D Artist at TRACE studio
    September 2013 - February 2014

    Worked remotely with TRACE Studio as a 3D Artist and later Lead 3D Artist across several outsourced projects. Created creature characters for R.I.P.D.: The Game and hard-surface assets for Halo Online. Later led a distributed team of 10+ artists on Gladiators 3D: Arena and Blood, overseeing character and environment production, modularity standards, artist feedback, and production guidelines.

  • Character artist at Haggard games
    February 2009 - November 2011

    Worked at Haggard Games as a 3D Generalist / Character Artist on Death to Spies 3, later released as Alekhine’s Gun. Created a range of character and environment assets.