I’m Athey Moravetz, a senior 3D character artist with 20+ years of experience building end-to-end character pipelines for real-time production. My work spans high-fidelity sculpting and organic/anatomical modeling, clothing and texturing, topology and mesh optimization, and production-ready rigging and corrective systems. I’ve also specialized in facial rigging and animation workflows for real-time platforms, including MoCap pipelines and ARKit-ready facial setups. Whether I’m leading a character customization system, delivering social-ready avatars, or supporting game and console constraints, I focus on creating modular, performance-optimized assets that look great and work reliably in interactive experiences.…

Athey Moravetz

I’m Athey Moravetz, a senior 3D character artist with 20+ years of experience building end-to-end character pipelines for real-time production. My work spans high-fidelity sculpting and organic/anatomical modeling, clothing and texturing, topology and mesh optimization, and production-ready rigging and corrective systems. I’ve also specialized in facial rigging and animation workflows for real-time platforms, including MoCap pipelines and ARKit-ready facial setups. Whether I’m leading a character customization system, delivering social-ready avatars, or supporting game and console constraints, I focus on creating modular, performance-optimized assets that look great and work reliably in interactive experiences.…

Available to hire

I’m Athey Moravetz, a senior 3D character artist with 20+ years of experience building end-to-end character pipelines for real-time production. My work spans high-fidelity sculpting and organic/anatomical modeling, clothing and texturing, topology and mesh optimization, and production-ready rigging and corrective systems.

I’ve also specialized in facial rigging and animation workflows for real-time platforms, including MoCap pipelines and ARKit-ready facial setups. Whether I’m leading a character customization system, delivering social-ready avatars, or supporting game and console constraints, I focus on creating modular, performance-optimized assets that look great and work reliably in interactive experiences.

See more

Language

English
Fluent

Work Experience

Character Lead at Uthervese.io
February 1, 2023 - February 1, 2026
Architected a next-gen character customization system with foundational male and female character models for dynamic, user-driven body and facial customization. Designed and implemented high-complexity facial rigs with full ARKit support for real-time facial animation and social interaction. Modeled, textured, rigged, and optimized a large library of character assets (hair, clothing, accessories) using multi-LOD workflows for real-time performance. Developed modular character asset libraries and extensive skin-tone variations to support diverse player identities and flexible customization. Established a production workflow covering modeling, sculpting, texturing, rigging, facial animation, clothing, and real-time implementation.
Freelance Character Artist at Multiple V-Tuber clients
January 1, 2020 - January 1, 2023
Partnered with high-profile V-Tubers to create bespoke, stream-ready 3D avatars tailored to individual designs and performance requirements. Managed complete character production pipelines from initial sculpt through Unity-ready implementation. Created VRChat-standard blendshape systems, facial expressions, and clothing physics for real-time avatars. Delivered production-ready characters optimized for live streaming and interactive applications.
Senior Artist at Zero Transform LLC
June 1, 2015 - February 1, 2020
Led character production across studio projects, overseeing modeling, sculpting, texturing, and rigging. Created a wide range of character, environment, and prop assets for interactive experiences. Worked across artistic and technical production needs to deliver optimized, implementation-ready assets.
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

Associate of Arts, 3D Computer Animation at Digipen Institute of Technology
September 1, 2002 - April 1, 2004

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    Mocap Mistress Model and Rig
    Modeled, sculpted, textured, rigged character. Rig is simple clean mocap-ready rig. Character is set up in Unity and is using realtime shaders and rendering here. She has a full ARKit facial blendshape set and is using facial capture here.…
    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.

    Art1
    Art1
    Art1
    Art1
    Art1