Multimedia and audiovisual director: Specialized in 3D graphics and games. Located in Bogotá, Colombia, I have 8 years of experience working for multiple industries including video games, the metaverse, VR, and feature animation.

David Silva

Multimedia and audiovisual director: Specialized in 3D graphics and games. Located in Bogotá, Colombia, I have 8 years of experience working for multiple industries including video games, the metaverse, VR, and feature animation.

Available to hire

Multimedia and audiovisual director: Specialized in 3D graphics and games.
Located in Bogotá, Colombia, I have 8 years of experience working for multiple industries including video games, the metaverse, VR, and feature animation.

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Language

English
Fluent
Spanish; Castilian
Fluent

Work Experience

Level Designer and later Asset Specialist at Futureverse
September 11, 2022 - May 13, 2025
Worked on FIFA AI League, Muhammad Ali: The Next Legends, RAICERS and Readyverse. • Level greyboxing and finalization, perspective shots of key world areas and landmarks. • Planning of players expected path and alternate paths. • Light baking in Unity and real-time Lumen lighting in UE5. • Creation of highly detailed level design/environment art documentation for studio reference. • Creation of 3D Environment art. • Creation of simple OnColission player interactions via visual scripting. • Rendering of cinematic camera fly-through animations. Worked on Barça Pass a WebGL avatar creator site for the Barcelona FC. • Game engine and WebGL mesh compliance checks + adjustments of over two hundred 3D assets. • Creation of over one hundred 3D assets from clothing to accessories to haircuts that fit multiple different shaped avatars (fit, chubby, male, female, etc). • Lighting, lookdev and optimization of the main 3D level were players create their avatars (locker room). • Creation of Unity shader graphs for avatar creation experience e.g. hologram shader while mesh loads.
Level Designer/3D Environment Artist at Phat Loot Studios
November 14, 2021 - August 22, 2022
Worked on Untamed Isles a monster taming MMO RPG. • Planning/sketching of players expected path and alternate paths. • Level greyboxing and finalization, perspective shots of key world areas and landmarks. • Terrain sculpting and painting. • Biome design and vegetation distribution with custom procedural Unity tools (plug-ins). • Iterated based on play-testing.
3D Generalist at Xennial Digital
May 14, 2018 - November 12, 2021
Worked on multiple virtual reality and augmented reality experiences for education and on the job safe training. • Creation of 3D models, textures, shader graphs and renders. • Creation 3D rigs and animations. • Creation of highly optimized 3D environments and level design (for archviz and games). • Compositing of AOVs for archviz using 3DS Max and Vray. • Baked lights, created lightmap UVs and post processing profiles in both Unity and Unreal Engine 4.27.

Education

Bachelor of Arts at Universidad de Bogotá Jorge Tadeo Lozano
July 25, 2011 - April 16, 2015
Key modules: • Illustration. • 3D animation - 2D animation. • Sound Design. • Video and audio editing. Achievements: Wrote and directed “Inocencia invisible” final short film.
Diploma at Yoobee College of Creative Innovation
February 25, 2016 - February 9, 2017
Key modules: • Traditional drawing. • 3D modeling/sculpting, texturing, rendering, comp. • VFX. • 3D character animation and rigging. Achievements: Wrote and directed “Arthur’s Quest” final short film.

Qualifications

IELTS CEFR Level: C1 - English
January 10, 2020 - January 10, 2020
Credential ID 19CO009855SILD001A
Platzi - Chat GPT
April 30, 2025 - May 2, 2025
Overall use, pros and cons of ChatGPT. https://platzi.com/p/davida_silva/curso/9969-course/diploma/detalle/
Software Engineering Fundamentals
June 18, 2025 - June 20, 2025
https://platzi.com/p/davida_silva/curso/11997-course/diploma/detalle/

Industry Experience

Media & Entertainment, Gaming, Professional Services
    Sci-fi Turret - 3D Game Art
    For this piece I created a sci-fi turret as part of an art test, started by creating a simple blockout in order to get the overall silhouette and primary shapes to later move on to to the high poly model in which I added all the secondary and tertiary details to finally move on to the baking and texture painting step in which I baked about seven different maps from the high poly model onto a low poly model using both Marmoset and Substance Painter. Final render made in UE5. The model consists of two 2K texture sets. HIGHLY IMPORTANT NOTE: I did not do the concept art I just added it to showcase the evolution and process of creating the final asset. 3D designer
    Blue fan art
    3D model made based on the gorgeous concept from artist Malky https://www.twine.net/signin Had lots of fun creating a toon shader here. Model done in ZBrush and rendered in Unity (the game engine). 3D designer
    Untamed Isles - MMO RPG Mountain Biome
    This level was part of Untamed Isles, an MMORPG monster-taming game similar to Pokémon but with a unique twist. The game allowed players (with or without a digital wallet) to own their creatures and maintain a record of ownership via blockchain integration. I was responsible for the creation of the mountain biome. For the mountain biome, I designed a maze-inspired space with multiple diverging and converging pathways leading to a single end point. In between the various pathways, I strategically placed "monster grass" areas and "minigame runes". The "monster grass" consisted of tall grass where the player would face random encounters. The "minigame runes" triggered mechanics with a set radius of influence; for instance, the bug-catching minigame would only spawn bugs within the radius of that specific runestone. The end point, where all paths converged, was also the highest point of the island, rewarding players with a panoramic view of the world. Given that the mountain biome was a high-difficulty area, tough combat NPCs roamed the pathways constantly. To create a more challenging environment, I added larger patches of monster grass and large rock features. These rocks blocked lines of sight, causing enemies to appear suddenly and unexpectedly. The terrain itself was sloped, revealing more of the level only as the player ascended. To balance this tension, multiple minigame runes were added, allowing players to have fun catching bugs and collecting fruit. These activities allowed players to "breathe" for a moment before returning to the harsh environment. Upon reaching the summit, players were rewarded with a treasure chest. As mentioned earlier, the view of the entire island served as a final reward, giving players a sense of accomplishment for conquering the mountains. 3D
    Vive Pro
    3D modeled the Vive Pro, a really nice piece of technology. Made using Hard Ops and Decal Machine for Blender. Rendered using Blender's real time render engine Eevee. 3D
    Creature Box Hermite
    Creature Box themed 3D model done in ZBrush. Original concept art done by Creature Box. 3D designer
    Bmo - Adventure Time
    Bmo fan art made with Magica Voxel and Blender for the final render. 3D