3D Character Artist with 5+ years of experience creating game-ready characters, props, and real-time assets for Unity and Unreal Engine. Experienced in medical VR, stylized mobile/PC games, and international freelance production—combining sculpting, PBR and hand-painted texturing, shader development, optimization, and close collaboration with developers throughout production. Skilled in end-to-end asset pipelines including high-to-low poly workflows, retopology, UV mapping, baking, LODs, and integration into real-time engines. Comfortable iterating with medical specialists and engineering teams to translate technical and anatomical feedback into production-ready assets.

Felipe Rampazo

3D Character Artist with 5+ years of experience creating game-ready characters, props, and real-time assets for Unity and Unreal Engine. Experienced in medical VR, stylized mobile/PC games, and international freelance production—combining sculpting, PBR and hand-painted texturing, shader development, optimization, and close collaboration with developers throughout production. Skilled in end-to-end asset pipelines including high-to-low poly workflows, retopology, UV mapping, baking, LODs, and integration into real-time engines. Comfortable iterating with medical specialists and engineering teams to translate technical and anatomical feedback into production-ready assets.

Available to hire

3D Character Artist with 5+ years of experience creating game-ready characters, props, and real-time assets for Unity and Unreal Engine. Experienced in medical VR, stylized mobile/PC games, and international freelance production—combining sculpting, PBR and hand-painted texturing, shader development, optimization, and close collaboration with developers throughout production.

Skilled in end-to-end asset pipelines including high-to-low poly workflows, retopology, UV mapping, baking, LODs, and integration into real-time engines. Comfortable iterating with medical specialists and engineering teams to translate technical and anatomical feedback into production-ready assets.

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Language

Portuguese
Fluent
English
Advanced
Spanish; Castilian
Beginner

Work Experience

3D Artis t at FAPE SP-Funded Medical VR (virtualSurg)
June 1, 2025 - June 1, 2026
Produced and textured a complete digestive-system asset set for a Unity surgical simulation, creating approximately 1K, 5K, and 30K triangle variants for deformable organs within 2K texture budgets. Co-developed a procedural vascular-generation workflow with developers, including a topology system that generated evenly distributed geometry and used paint-controlled local density to concentrate triangles where additional deformation support or anatomical detail was needed. Iterated with developers and medical specialists throughout a 12-month R&D cycle, translating anatomical and technical feedback into production-ready assets.
3D Generalist at Fire Game Studio
December 1, 2024 - March 1, 2025
Modeled, retopologized, UV-mapped, and textured sci-fi props for a Unity VR project, delivering production-ready assets within weekly sprint cycles. Created efficient topology averaging approximately 2K triangles per asset while preserving silhouette and visual detail for real-time rendering.
3D Character Artist at Finite Games Studio
November 1, 2024 - May 1, 2025
Helped establish the visual identity of four stylized character classes, producing 2K PBR and hand-painted textures for three characters. Developed and tuned two custom toon shaders in Unity, iterating with artists and developers to match the project’s target style.
Freelance 3D Artist & Character Artist at Independent
June 1, 2021 - Present
Delivered stylized and realistic characters, creatures, props, and metaverse skins for international clients and indie studios, translating creative briefs into engine-ready assets through direct iteration with clients and development teams. Produced a real-time wearable with a 4,998-triangle LOD0 and a maximum 1,500-triangle LOD2, achieving ~70% geometry reduction across three UDIM tiles while meeting strict topology and optimization requirements. Managed the complete game-asset pipeline from high-poly sculpting and retopology through UV mapping, baking, texturing, LOD creation, and Unity/Unreal Engine integration.

Education

B.A. in Film and Animation at FAAP, Fundação Armando Alvares Penteado
January 1, 2018 - January 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Healthcare, Media & Entertainment, Computers & Electronics