I create believable, game-ready characters and environments that balance artistic quality with technical excellence. With more than 20 years of professional experience spanning AAA console development, live-service platforms, and real-time applications, I've built everything from hero characters and modular customization systems to complete environments and cinematic facial rigs. I enjoy solving the creative and technical challenges that turn great concepts into polished, performant assets players remember. I've worked on a massive multiplayer live-service social experience, I've worked with Independant V-Tubers creating the avatar of their dreams, I've worked with a small indie studio, and I've worked for Sony on multiple AAA games including Uncharted and Resistance.

Athey Moravetz

I create believable, game-ready characters and environments that balance artistic quality with technical excellence. With more than 20 years of professional experience spanning AAA console development, live-service platforms, and real-time applications, I've built everything from hero characters and modular customization systems to complete environments and cinematic facial rigs. I enjoy solving the creative and technical challenges that turn great concepts into polished, performant assets players remember. I've worked on a massive multiplayer live-service social experience, I've worked with Independant V-Tubers creating the avatar of their dreams, I've worked with a small indie studio, and I've worked for Sony on multiple AAA games including Uncharted and Resistance.

Available to hire

I create believable, game-ready characters and environments that balance artistic quality with technical excellence. With more than 20 years of professional experience spanning AAA console development, live-service platforms, and real-time applications, I’ve built everything from hero characters and modular customization systems to complete environments and cinematic facial rigs. I enjoy solving the creative and technical challenges that turn great concepts into polished, performant assets players remember.

I’ve worked on a massive multiplayer live-service social experience, I’ve worked with Independant V-Tubers creating the avatar of their dreams, I’ve worked with a small indie studio, and I’ve worked for Sony on multiple AAA games including Uncharted and Resistance.

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Language

English
Fluent

Work Experience

Character Lead at Utherverse.io
February 1, 2023 - March 1, 2026
Architected a next-generation character customization system, developing base male and female models designed for dynamic body and facial customization by the user. Engineered high-complexity face rigs with full ARKit support for real-time social interaction. Modeled, textured, and rigged thousands of assets, including hair, accessories, and clothing, utilizing multi-LOD pipelines for performance optimization. Developed comprehensive skin tone variations and modular asset libraries to support diverse player identities.
Freelance Character Art - V-Tubing & VR at Freelance
March 1, 2020 - July 5, 2023
Partnered with high-profile V-Tubers to deliver bespoke, stream-ready 3D avatars. Managed the complete pipeline from initial sculpt to Unity-ready assets, including VRChat-standard blendshapes and clothing physics.
Lead Character Artist at Zero Transform LLC
January 5, 2013 - March 5, 2020
Headed character production for all studio projects, overseeing modeling, sculpting, and rigging. Provided cross-functional support for environment and prop art to ensure visual consistency across projects.
Production Artist at Sony Computer Entertainment of America (Bend Studio)
January 20, 2004 - October 10, 2012
Uncharted: Golden Abyss (PS Vita): Focused on character art, rigging, and prop optimization for high-end handheld visuals. Resistance: Retribution (PSP): Served as Environment Level Artist, oversaw two full levels and the final boss chamber, and was sole studio Character Rigger. Syphon Filter Dark Mirror, Logan's Shadow, Combat Ops: Developed complex facial rigs for pre-rendered cinematics in Logan's Shadow. Executed character art, rigging, and level collision across three titles. Managed technical optimization and exporting for PSP and PS2 hardware.

Education

Associates of Arts in 3D Computer Animation at Digipen Institute of Tech
August 1, 2002 - April 21, 2004

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    Male Character

    This character was designed, modeled, sculpted, retopologized, UV’d, Textured, fully rigged and skinned, and exported into Unity for mocap testing. He has a full face-rig with support for ARKit facial mocap.

    The textures were intentionally made with a painterly style, emulating the style in things like Arcane.

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