Felipe Ferreira
I’m Felipe Ferreira, a 3D Artist and generalist with 15+ years of experience creating high-quality characters, props, and environments for games, animation, and real-time production.
About
I’m Felipe Ferreira, a 3D Artist and generalist with 15+ years of experience creating high-quality characters, props, and environments for games, animation, and real-time production. I love working end-to-end—from modeling, sculpting, UVs, and PBR texturing to rigging, skinning, animation, and bringing assets into Unity and Unreal Engine. Across mobile and VR-focused projects, I’ve focused on visual quality while keeping performance in mind.
In my current role leading 3D production, I coordinate art and technical quality, review assets and workflows, and support teams with practical training and troubleshooting from asset creation through implementation. I’ve also contributed as a lead and generalist across multiple shipped projects, and I enjoy collaborating closely with multidisciplinary teams to deliver reliable results under production priorities.
- 15 years' experience
- Joined September 2026
Skills· 11
Languages
- PortugueseAdvanced
- EnglishIntermediate
Industry experience
- Gaming
- Media & Entertainment
- Education
Work experience· 12 roles
Led multidisciplinary 3D production spanning characters, environments, technical art, animation, texturing, rendering, and implementation. Coordinated art production and pipeline reviews for Backyard Baseball, aligning visual and technical quality across teams. Provided technical training, reviewed assets and workflows, and helped resolve production challenges from creation through engine integration. Partnered with project and company leadership to match execution with client requirements and production priorities.
Modeled characters, props, and environments; created UVs, textures, rigs, skinning, and animations; integrated assets into Unity. Optimized meshes, reviewed team assets for visual consistency, and coordinated workloads to improve production workflows.
Created high- and low-poly assets, UVs, textures, and PBR materials, then integrated them into Unity and Unreal Engine. Built and adapted character rigs, performed skinning, and optimized assets using LOD creation and mesh refinement. Reviewed assets against visual and performance requirements and supported production through technical problem-solving and iteration.
Education
Certifications and awards
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