Anakin Ryan
I'm Anakin Ryan, a Senior 3D Artist & Animator with 15 years of experience delivering both real-time and offline work across film, game, and industrial 3D.
About
I’m Anakin Ryan, a Senior 3D Artist & Animator with 15 years of experience delivering both real-time and offline work across film, game, and industrial 3D. I specialize in Unreal Engine and Unity, spanning scene composition, asset creation, integration and Blueprint logic. I thrive on filmic hard-surface modeling, dynamic animation, and optimizing AI-generated and CAD assets for real-time performance.
I focus on robust, scalable content and solutions, with a proven ability to predict and resolve technical issues before they arise, enabling teams to push high-quality work across diverse projects and sectors.
- 9 years' experience
- Joined October 2025
Industry experience
- Media & Entertainment
- Education
- Healthcare
- Manufacturing
- Professional Services
- Transportation & Logistics
- Gaming
- Software & Internet
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Work experience· 4 roles
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.
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.
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.
Education
Certifications and awards
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