Hello, I’m a person who loves to smile and immerse players via visual storytelling that brings players back into the game. I am a VFX Artist with over 10 years of experience delivering high-quality visual effects for AAA franchises including Star Wars and Call of Duty. Specializing in Action RPG gameplay, I have a proven track record of building efficient pipelines that resolve engineering bottlenecks and streamline asset approvals. I combine artistic craft in Unity, Maya, and EmberGen with a technical focus on performance profiling and source control via Perforce. I am a dedicated collaborator who thrives on owning features from simulation to in-game implementation, ensuring visual fidelity meets strict optimization budgets. Playing games, conjuring about making games, and collaborating on games is what inspires me. I Heart Game!

Caleb Cosgrove

Hello, I’m a person who loves to smile and immerse players via visual storytelling that brings players back into the game. I am a VFX Artist with over 10 years of experience delivering high-quality visual effects for AAA franchises including Star Wars and Call of Duty. Specializing in Action RPG gameplay, I have a proven track record of building efficient pipelines that resolve engineering bottlenecks and streamline asset approvals. I combine artistic craft in Unity, Maya, and EmberGen with a technical focus on performance profiling and source control via Perforce. I am a dedicated collaborator who thrives on owning features from simulation to in-game implementation, ensuring visual fidelity meets strict optimization budgets. Playing games, conjuring about making games, and collaborating on games is what inspires me. I Heart Game!

Available to hire

Hello, I’m a person who loves to smile and immerse players via visual storytelling that brings players back into the game.

I am a VFX Artist with over 10 years of experience delivering high-quality visual effects for AAA franchises including Star Wars and Call of Duty. Specializing in Action RPG gameplay, I have a proven track record of building efficient pipelines that resolve engineering bottlenecks and streamline asset approvals. I combine artistic craft in Unity, Maya, and EmberGen with a technical focus on performance profiling and source control via Perforce. I am a dedicated collaborator who thrives on owning features from simulation to in-game implementation, ensuring visual fidelity meets strict optimization budgets.

Playing games, conjuring about making games, and collaborating on games is what inspires me. I Heart Game!

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Work Experience

Senior VFX Artist at HOLYSMOKE (Black Ops 07)
May 1, 2025 - Present
Optimized high-intensity combat VFX for PS5 and Xbox Series X by identifying GPU hiccups and overdraw within the proprietary Comet engine, resulting in a locked 60 FPS while maintaining AAA visual fidelity for the Black Ops 07 launch. Streamlined cross-studio asset integration by managing complex branch merges and asset dependencies in Perforce, reducing downtime for external development partners. Resolved technical bottlenecks in the particle pipeline by collaborating with engineering to re-factor legacy emitters, successfully decreasing GPU overhead across multi-platform environments.
Senior VFX Artist at Azra Games(Ungodly)
April 1, 2022 - March 1, 2025
Architected end-to-end VFX creation pipeline in Unity to remove engineering bottlenecks, reducing animation-to-VFX approval cycle and accelerating delivery of gameplay-critical effects. Established a standardized performance profiling workflow using Unity Profiler and Frame Debugger to identify GPU spikes in complex shaders; refactored heavy particle systems to maintain AAA visuals on target hardware. Integrated high-end simulations in Unity using EmberGen for fluids and pyro sims and Maya for custom VFX geometry, delivering vibrant melee feedback and clear status effects for the Ungodly combat system. Served as a technical bridge between Art and Engineering to document new workflows and reduce onboarding time for junior artists.
Visual Effects Artist 2 at Capital Games (Star Wars: Galaxy of Heroes)
July 1, 2019 - April 1, 2022
Collaborated on re-engineering the cross-department VFX/SFX pipeline to meet rigour Lucasfilm brand standards; front-loaded the approval process, reducing external review meetings by 60%. Translated complex RPG mechanics into high-readability visual language to support character abilities within mobile performance budgets and draw-call limits. Architected modular VFX libraries and prefabs in Unity to support rapid content cadence; implemented texture compression and asset management to maintain visual fidelity across diverse mobile hardware.
Associate Visual Effects Artist at Capital Games (Star Wars: Galaxy of Heroes)
August 1, 2017 - July 1, 2019
Supported the Lead VFX Artist in the technical setup and integration of character abilities, ensuring 100% of assets met the technical requirements for a high-traffic mobile live-service environment. Implemented high-readability combat effects for turn-based RPG gameplay, focusing on clear visual telegraphing and impact 'juice' to improve players’ tactical understanding of abilities. Resolved asset integration bugs by collaborating with QA and Engineering teams, resulting in significant reductions in visual regressions during bi-weekly content deployments. Optimized legacy particle systems by refactoring textures and reducing emitter counts, bringing older assets in line with updated performance budgets for lower-end mobile devices.
3D Animator & Touch Up Artist at Apple (via Apex Systems)
January 1, 2016 - January 1, 2017
Created high-fidelity 3D animations and visual assets for internal product showcases, maintaining Apple's strict aesthetic standards and pixel-perfect polish.
Junior Game Designer / Level Designer at Cloudbusters Room Escape, Inc.
January 1, 2015 - January 1, 2017
Designed and implemented complex physical and digital logic puzzles; focused on player flow and environmental storytelling, shaping the visual clarity and timing of real-time VFX.
Freelance & Environment Artist at Various Studios (Thunderpunch, Tall Chair, etc.)
January 1, 2010 - January 1, 2015
Developed foundational 3D modeling, texturing, and world-building for mobile and web-based projects, providing deep understanding of DCC workflows (Maya, Photoshop) required for modern VFX asset creation.

Education

Bachelor of Arts (B.A.) in 3D Animation/VFX at Academy of Art University
January 1, 2006 - January 1, 2010

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet