I’m a Senior 3D Character Artist & Animator with nearly 10 years of commercial game-development experience, specializing in stylized and very low-polygon characters, creatures, skins, clothing, props, rigging, and animation for real-time mobile games. I handle the full asset pipeline—from concept interpretation and modeling through UVs, texturing, optimization, rigging, animation, testing, and engine-ready delivery—while collaborating with international teams. I’ve contributed extensively to live game content at Turbo Rocket Games (WildCraft), creating and maintaining hundreds of game-ready character and creature assets for ongoing updates. I also work with evolving production needs such as compatibility fixes, UV/clothing adjustments, and reworking legacy assets when source files aren’t available.

Benjamin Neil Catorce

I’m a Senior 3D Character Artist & Animator with nearly 10 years of commercial game-development experience, specializing in stylized and very low-polygon characters, creatures, skins, clothing, props, rigging, and animation for real-time mobile games. I handle the full asset pipeline—from concept interpretation and modeling through UVs, texturing, optimization, rigging, animation, testing, and engine-ready delivery—while collaborating with international teams. I’ve contributed extensively to live game content at Turbo Rocket Games (WildCraft), creating and maintaining hundreds of game-ready character and creature assets for ongoing updates. I also work with evolving production needs such as compatibility fixes, UV/clothing adjustments, and reworking legacy assets when source files aren’t available.

Available to hire

I’m a Senior 3D Character Artist & Animator with nearly 10 years of commercial game-development experience, specializing in stylized and very low-polygon characters, creatures, skins, clothing, props, rigging, and animation for real-time mobile games. I handle the full asset pipeline—from concept interpretation and modeling through UVs, texturing, optimization, rigging, animation, testing, and engine-ready delivery—while collaborating with international teams.

I’ve contributed extensively to live game content at Turbo Rocket Games (WildCraft), creating and maintaining hundreds of game-ready character and creature assets for ongoing updates. I also work with evolving production needs such as compatibility fixes, UV/clothing adjustments, and reworking legacy assets when source files aren’t available.

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Language

English
Advanced

Work Experience

Senior 3D Character Artist & Animator at Turbo Rocket Games (WildCraft - Live Commercial Mobile Game)
January 1, 2016 - January 1, 2026
Designed, modeled, textured, rigged, animated, optimized, and maintained production-ready characters and creatures for ongoing live-game releases. Created hundreds of stylized assets (animal characters, evolution skins, clothing sets, NPCs, bosses, cosmetic variations) and translated original creature concepts into highly readable very-low-polygon mobile assets. Streamlined assets for real-time performance while preserving silhouette and visual consistency across character families. Collaborated with designers, programmers, producers, and QA to troubleshoot implementation issues and deliver engine-ready FBX/Unity assets. Reworked legacy or externally authored assets when source files weren’t available, reconstructing editable working files and resolving compatibility issues. Supported pipeline expansion from mobile-only requirements toward PC compatibility (UV and clothing adjustments, asset updates, fixes).
Freelance 3D Character Artist at International Clients
January 1, 2014 - January 1, 2016
Created very low-polygon anime characters and game assets for South Korean clients, delivering modeling, UV mapping, texturing, optimization, and production-ready FBX/OBJ files based on client references and technical constraints. Projects included Yubel (Yu-Gi-Oh!) and Elesis - Dark Knight/Elsword.
3D Modeler & Animator at Ryse Game
January 1, 2014 - January 1, 2016
Created stylized, low-polygon characters and game-ready assets for commercial projects. Produced character and creature animation while collaborating with artists and developers in a remote production pipeline.

Education

Coursework in Automotive Engineering Technology at Mindanao State University - Iligan Institute of Technology (MSU-IIT)
January 1, 2012 - January 1, 2015
Bachelor of Science in Information Technology (coursework) at St. Michael's College of Iligan
January 1, 2009 - January 1, 2011

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet