Available to hire
I’m a fast-moving 3D and Environment Artist focused on building immersive, visually cohesive worlds while keeping pipelines efficient under tight deadlines. I’ve shipped work across both game and film, delivering high volumes of polished assets and stepping up on complex workflow and performance challenges.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Language
English
Fluent
Spanish; Castilian
Fluent
Work Experience
VFX Generalist at 42 Creative
February 1, 2026 - May 1, 2026Delivered 33% of the studio’s total 3D project assets within one month by rapidly iterating and integrating five large-scale sets in Blender ahead of schedule. Composited 21 of 83 scenes for a feature-length film in under two months by researching and implementing new keying and lighting methods in After Effects to seamlessly blend live-action actors into 3D environments. Redesigned rendering workflows to improve pipeline efficiency by up to 30%, saving an estimated four hours of work per scene across production.
VFX Generalist | 3D and Compositing at 42 Creative
February 1, 2026 - May 1, 2026Delivered ~33% of total 3D project assets within a single month and rapidly integrated 5 large-scale sets in Blender ahead of schedule. Composited 21 of 83 scenes (25%) of a feature-length film in under two months by researching and implementing new keying and lighting methods in After Effects to blend live-action actors into 3D environments. Redesigned rendering workflows to improve pipeline efficiency by up to 30%, saving an estimated 4 hours of work per scene across production.
Environment Artist Lead at Backstab Industries LLC
July 1, 2024 - February 1, 2026Led environment art direction for a dense medieval town setting in Blender and Unity, establishing a consistent painterly aesthetic across assets for the shipped title Echos in the Mist. Resolved a studio-wide aesthetic issue from premade assets and inconsistent materials by introducing a GIMP-based painterly texture workflow that unified the project’s visual language. Produced 20+ custom painterly materials and 50+ modular environment assets, and reduced iteration time by 20% for a small team by building a rapid recreation pipeline using GIMP filter automation.
Environment Art Lead at Backstab Industries LLC
July 1, 2024 - February 1, 2026Led environment art direction for a dense medieval town setting in Blender and Unity, establishing a consistent painterly aesthetic across all assets for the shipped title Echos in the Mist. Resolved a studio-wide aesthetic issue caused by premade assets and inconsistent materials by introducing a GIMP-based painterly texture workflow to unify the project’s visual language. Produced 20+ custom painterly materials and 50+ modular environment assets. Reduced iteration time by 20% for a small team by building a rapid recreation pipeline using GIMP filter automation.
Technical Artist at Changeling VR
May 1, 2023 - August 1, 2023Became the primary driver of runtime performance optimization beyond the original role by tackling the studio’s most complex technical bottlenecks. Achieved a 30x improvement in shader and geometry performance through material optimization, recreating high-polygon assets at lower poly counts, and removing excess draw calls. Improved real-time lighting with strategic light baking and tuned particle systems and engine rendering settings for better VFX efficiency. Contributed watercolor texture work and 3D models in Blender and Substance Painter for a shipped game.
Technical Artist (VR) / Runtime Performance Optimization at Changeling VR
May 1, 2023 - August 1, 2023Served as the primary driver of runtime performance optimization by tackling complex technical bottlenecks beyond the original role scope. Achieved a 30× improvement in shader and geometry performance through material optimization, recreating high-polygon assets at lower poly counts, and removing unnecessary draw calls. Improved real-time lighting performance via strategic light baking and enhanced VFX efficiency by tuning particle systems and engine rendering settings. Also contributed watercolor texture work and 3D models in Blender and Substance Painter for the shipped game.
Education
B.S. Game Design & Development at Rochester Institute of Technology
January 1, 2021 - January 1, 2025B.S. Game Design & Development (GPA 3.55) at Rochester Institute of Technology
January 1, 2021 - January 1, 2025Qualifications
Industry Experience
Gaming, Media & Entertainment
Dariel Ramos | Wonderful Wizard of OZ Film
<p>During my Time with 42 Creative, an indie film studio based in Louisiana, I was responsible for editing and compositing over 20 scenes for a feature length movie on top of creating the 3D models and sets for the scenes</p>
<p>The link below shows some of my process during the production of the film</p>
[Wonderful Wizard of OZ](https://www.twine.net/signin
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