Hi, I'm Anakin Ryan, a senior 3D asset and realtime production artist specializing in hard-surface assets for automotive, XR, simulation, and marketing. I thrive on turning CAD-derived data into optimized, engine-ready assets for Unreal and Unity pipelines, delivering production-grade results under tight deadlines.\n\nI excel at building scalable production pipelines, collaborating with engineering and QA, and delivering high-detail vehicles and components with performance in mind. My focus areas include clean asset cleanup, retopology, material authoring, LOD management, and photogrammetry-derived content, all integrated smoothly into real-time experiences.

Anakin Ryan

Hi, I'm Anakin Ryan, a senior 3D asset and realtime production artist specializing in hard-surface assets for automotive, XR, simulation, and marketing. I thrive on turning CAD-derived data into optimized, engine-ready assets for Unreal and Unity pipelines, delivering production-grade results under tight deadlines.\n\nI excel at building scalable production pipelines, collaborating with engineering and QA, and delivering high-detail vehicles and components with performance in mind. My focus areas include clean asset cleanup, retopology, material authoring, LOD management, and photogrammetry-derived content, all integrated smoothly into real-time experiences.

Available to hire

Hi, I’m Anakin Ryan, a senior 3D asset and realtime production artist specializing in hard-surface assets for automotive, XR, simulation, and marketing. I thrive on turning CAD-derived data into optimized, engine-ready assets for Unreal and Unity pipelines, delivering production-grade results under tight deadlines.\n\nI excel at building scalable production pipelines, collaborating with engineering and QA, and delivering high-detail vehicles and components with performance in mind. My focus areas include clean asset cleanup, retopology, material authoring, LOD management, and photogrammetry-derived content, all integrated smoothly into real-time experiences.

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Language

English
Fluent

Work Experience

Founder & Lead Artist at Three Pixel Square
April 1, 2019 - Present
Founded Three Pixel Square and delivered production-ready 3D assets and realtime content for automotive, XR, simulation and marketing projects. Provided senior asset production support and overflow delivery to studios and agencies, integrating into Unreal and Unity pipelines under tight deadlines. Created automotive-grade assets including high-detail vehicles and components optimized for Unreal Engine and VR deployment. Cleaned up and retopologized CAD-derived assets for realtime use, authored materials, built LODs, and implemented assets in engine. Led photogrammetry-based assets for a mixed-reality heritage project from data cleanup to realtime implementation, and led vehicle art for Nissan Ariya projects with Dimension Studios for Quest 2 VR advertising. Contributed to medical simulation environments in Unity for Quest 2.
Senior 3D Asset & Realtime Artist at Bodyswaps
October 1, 2024 - April 30, 2025
Produced and integrated realtime-ready character and environment assets for Unity-based applications, ensuring performance, modularity, and clean implementation. Delivered optimized character assets using Character Creator, handling setup, refinement, and engine integration to meet production and performance requirements. Improved asset turnaround time through standardized asset setup and modular environment construction, significantly reducing environment build times. Integrated photogrammetry-derived assets for realtime use, including cleanup, retopology, material authoring, and performance tuning. Worked closely with engineering and QA to ensure assets met technical constraints and integrated smoothly into the production pipeline.
Lead Artist at Fundamental VR
August 1, 2018 - February 28, 2019
Led Art-Engineering collaboration for a team of 5, establishing cross-departmental standards and project structure during a six-month team setup. Established Accuracy Protocols by integrating feedback from surgeons and product designers, ensuring the surgical Digital Twins maintained anatomical and functional fidelity required for haptic simulation. Managed High-Volume Asset Implementation in Unity, focusing on Level of Detail (LOD) optimization and performance tuning to maintain the high frame rates essential for reducing latency in VR Haptic Feedback systems. Designed Custom Data Pipelines for efficiency, bridging the gap between art creation tools (3ds Max) and the Unity engine to accelerate artist-to-engineer handoffs and improve production velocity. Implemented Art Asset Tracking (Jira/Favro) on an asset-by-asset basis, providing detailed metrics on production efficiency and identifying bottlenecks for targeted pipeline optimization.
Senior 3D Artist at Inition Ltd
September 1, 2016 - May 31, 2018
3D Modelling, Animation, Material creation, Game engine implementation, Lighting, Environment design, Rendering, Training of staff, Video editing & After Effects comping. Notable projects include VR experiences and interactive real-time installations for major brands and venues (e.g., Burj Khalifa, The Shard, Adidas, Visa, BP, Emaar).

Education

BA (Hons) in Design and Innovation at The Open University
January 11, 2030 - February 10, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Education, Healthcare, Manufacturing, Professional Services, Transportation & Logistics, Gaming, Software & Internet