I am a detail-oriented 3D Artist with a strong background in the AAA videogame pipeline, specializing in character design, digital sculpting, and environment assets. I’m proficient in high-to-low poly workflows, PBR texturing, and real-time engine integration (Unreal Engine & Unity). I have proven experience working in remote collaborative environments and meeting tight deadlines under NDAs. I’m available to work remotely or travel to the workplace location. Based in Guadalajara, near Madrid.

Pablo Ruiz Gordillo

I am a detail-oriented 3D Artist with a strong background in the AAA videogame pipeline, specializing in character design, digital sculpting, and environment assets. I’m proficient in high-to-low poly workflows, PBR texturing, and real-time engine integration (Unreal Engine & Unity). I have proven experience working in remote collaborative environments and meeting tight deadlines under NDAs. I’m available to work remotely or travel to the workplace location. Based in Guadalajara, near Madrid.

Available to hire

I am a detail-oriented 3D Artist with a strong background in the AAA videogame pipeline, specializing in character design, digital sculpting, and environment assets. I’m proficient in high-to-low poly workflows, PBR texturing, and real-time engine integration (Unreal Engine & Unity).

I have proven experience working in remote collaborative environments and meeting tight deadlines under NDAs. I’m available to work remotely or travel to the workplace location. Based in Guadalajara, near Madrid.

See more

Language

Spanish; Castilian
Fluent
English
Intermediate

Work Experience

3D Artist at Team21 Studios
December 1, 2024 - Present
• Developing full-pipeline game-ready assets for "Nexulum," from initial concept to engine integration. • Designing storyboards and concept art for the game’s introductory cinematic. • Executing the complete PBR workflow using Substance Suite and integrating assets directly into Unity Engine.

Education

Technical Training in 3D Animation and Interactive Applications at CEV
September 1, 2019 - December 1, 2021
Technical Training in 2D concept art , 3D modeling , texturing , rendering and animation.
Master’s Degree in 3D Modeling and Digital Sculpting at Voxel School
October 1, 2022 - September 1, 2023
Master’s degree in 3D Sculpting and Modeling for videogames, animation and also with training in 3D Printing.
Master’s Degree in 3D Character Design and Texturing for AAA Videogames at Voxel School
March 1, 2024 - November 1, 2024
Master’s degree in 3D Character design, modeling and sculpture using the softwares 3DS Max , Maya , Marmoset Toolbag , Marvelous Designer , Substance Painter and ZBrush with an internship of 3 months in Secret 6 Labs in Madrid remotely.
Unreal Engine Course for Artists: Visual Design to Videogame at Escuela de Organización Industrial (EOI)
April 1, 2026 - June 1, 2026
Creation and managing of the entire folder structure workflow for professional projects , level design with landscape tools, foliage and lighting with Lumen , creation and management of Shaders and Materials inside a PBR workflow , programming and game mechanics design with Blueprints and C++ , creation of UI and UMG systems , creation of small cinematics with the Sequencer tool , Debugging , Optimization and Packaging for Commercial use of projects.

Qualifications

Master’s Degree in 3D Sculpting and Modeling for videogames, animation and training in 3D Printing
January 11, 2030 - October 13, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    uniE621 Dualistic Sword Model - Sculpt
    Dualistic Sword Model made on zbrush, and then optimized in Maya to be ready to be used on a game engine. It was textured using Substance Painter. Renders where made both with Zbrush for the high poly, later edited in Photoshop and Marmoset Toolbag for the low poly.
    uniE621 Dualistic Sword Model
    Dualistic Sword Model made on zbrush, and then optimized in Maya to be ready to be used on a game engine. It was textured using Substance Painter. Renders where made both with Zbrush for the high poly, later edited in Photoshop and Marmoset Toolbag for the low poly.
    uniE621 Dualistic Sword Model
    Dualistic Sword Model made on zbrush, and then optimized in Maya to be ready to be used on a game engine. It was textured using Substance Painter. Renders where made both with Zbrush for the high poly, later edited in Photoshop and Marmoset Toolbag for the low poly.