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.
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.
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.
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.
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.
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.