I am a 3D character artist and animator with a passion for stylized, technically polished art. I enjoy anthropomorphic character design and imbuing creatures with symbolism to strengthen storytelling. I am eager to contribute soul-filled work to visionary teams and passionate projects. I have collaborated on team-based projects, refined cross-disciplinary communication, and aim to bring characters to life for innovative games and experiences.

Seth Smith

I am a 3D character artist and animator with a passion for stylized, technically polished art. I enjoy anthropomorphic character design and imbuing creatures with symbolism to strengthen storytelling. I am eager to contribute soul-filled work to visionary teams and passionate projects. I have collaborated on team-based projects, refined cross-disciplinary communication, and aim to bring characters to life for innovative games and experiences.

Available to hire

I am a 3D character artist and animator with a passion for stylized, technically polished art. I enjoy anthropomorphic character design and imbuing creatures with symbolism to strengthen storytelling. I am eager to contribute soul-filled work to visionary teams and passionate projects.

I have collaborated on team-based projects, refined cross-disciplinary communication, and aim to bring characters to life for innovative games and experiences.

See more

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
See more

Language

English
Fluent

Work Experience

Guest Experience Specialist at Petco
August 1, 2022 - July 1, 2025
Provided tailored product recommendations and care guidance to customers, resulting in stronger client trust and repeat business. Specialized in aquatic animal care, educating customers on biology and habitat maintenance to ensure proper long-term care outcomes while balancing consumer budget and expectations. Adapted communication styles to a wide range of customer needs, reinforcing professionalism and clarity under high-traffic conditions.
Stocker and Custom Framing Associate at Michaels
April 1, 2021 - June 1, 2022
Designed and produced custom framing projects tailored to client artistic preferences, ensuring high customer satisfaction and repeat business. Supported daily operations by restocking and organizing inventory, maintaining visual merchandising standards. Assisted customers in identifying artistic solutions, strengthening communication and customer service skills.

Education

Bachelors in Simulation and Game Development at William Peace University
January 11, 2030 - May 1, 2026
Associates in Applied Science at Wake Technical Community College
August 11, 2021 - August 11, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Retail, Other
    paper Reel Rhythm

    View on Itch.io: https://www.twine.net/signin

    View Character Model: https://www.twine.net/signin

    In the fall of 2025, I acted as the lead character and creature designer for a collaborative project working within a team to create a small game called Reel Rhythm. Published in December of 2025, my primary task was to handle the full and complete production of Jordy, the player character, as well as each of the collectable fish. Reel Rhythm was created in Unreal Engine, with the most helpful contributions of my team to help realize the project.

    Jordy’s model was initially sculpted in Z-brush, and then later retopologized in Autodesk Maya, optimized for animation in mind. He was later rigged and animated in Maya, and textured using Substance painter, using the high poly sculpt as a baked normal map, with additional manual adjustments made as needed. Much love and effort was put into Jordy, and I thoroughly enjoyed expressively animating his body, my favorite part being the belly jiggles added through a custom Maya bone and controller setup. The fishing pole object was modeled by our team’s prop artist, and I designed the custom rig and animated the object’s movement. The animations were designed with Jordy’s gameplay in mind, with the reeling animation designed to loop for as long as the player is engaged with the fishing minigame. Similar choices were made for the rest of the animations.

    His design went through a few iterations before it was finalized in order for him to best fit in with the world and match the chosen artistic style. Notably, Jordy is left handed, and his design incorporates lots of subtle asymmetry to make him a more memorable character.​

    5 unique fish models were created as game assets for the Reel Rhythm project. Each was initially given concept art drawn in Paint Tool Sai after significant research on the anatomy of each of the fish species chosen, as well as fish as animals in general.

    Each model was first sculpted using Z-Brush, then retopologized in Maya, and textured using Substance Painter. The textures created were designed with versatility and adjustability in mind, and thus derivative variant texture sets were easily edited and altered to produce the skins for various species in a streamlined and efficient manner.​