I’m Filippo Ferrarini, a 3D character artist and rigger with 6 years of experience specializing in hard-surface and organic modeling for video games. I work end-to-end on character, prop, and environment assets—from low to high poly modeling and advanced texturing to mid-level rigging and basic animation—always aiming for visually compelling results that fit production needs. I also enjoy teaching and sharing my workflow: I’ve lectured on hard-surface/character modeling, rigging, and digital animation, and I’ve worked as a freelancer handling full 3D generalist tasks across concept, modeling, texturing, rigging, and animations. Alongside game and film-oriented production work, I’ve supported VR visualizations, indie games, and digital sculpting for 3D printing, collaborating closely with modeling and animation teams to keep the pipeline efficient.…

Filippo Ferrarini

I’m Filippo Ferrarini, a 3D character artist and rigger with 6 years of experience specializing in hard-surface and organic modeling for video games. I work end-to-end on character, prop, and environment assets—from low to high poly modeling and advanced texturing to mid-level rigging and basic animation—always aiming for visually compelling results that fit production needs. I also enjoy teaching and sharing my workflow: I’ve lectured on hard-surface/character modeling, rigging, and digital animation, and I’ve worked as a freelancer handling full 3D generalist tasks across concept, modeling, texturing, rigging, and animations. Alongside game and film-oriented production work, I’ve supported VR visualizations, indie games, and digital sculpting for 3D printing, collaborating closely with modeling and animation teams to keep the pipeline efficient.…

Available to hire

I’m Filippo Ferrarini, a 3D character artist and rigger with 6 years of experience specializing in hard-surface and organic modeling for video games. I work end-to-end on character, prop, and environment assets—from low to high poly modeling and advanced texturing to mid-level rigging and basic animation—always aiming for visually compelling results that fit production needs.

I also enjoy teaching and sharing my workflow: I’ve lectured on hard-surface/character modeling, rigging, and digital animation, and I’ve worked as a freelancer handling full 3D generalist tasks across concept, modeling, texturing, rigging, and animations. Alongside game and film-oriented production work, I’ve supported VR visualizations, indie games, and digital sculpting for 3D printing, collaborating closely with modeling and animation teams to keep the pipeline efficient.

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Language

Italian
Fluent
English
Advanced

Work Experience

Lecturer - Hard Surface / Character Modeling / Rigging / Digital Animation at Side Academy
February 1, 2023 - January 31, 2024
Lectured on hard-surface and character modeling, rigging, and digital animation techniques, helping students build practical skills for game-ready asset production and basic animation workflows.
Rigger at Wargames Studio srl
February 1, 2023 - January 31, 2024
Worked as a character rigger supporting studio production. Contributed to development of functional rigs for characters and props intended for studio videos, collaborating with modeling and animation teams and optimizing mesh and skin weights for performance.
3D Generalist (Freelancer) at Freelancer - 3D Generalist
November 1, 2022 - Present
Delivered full-pipeline 3D assets commissioned by clients, including concept-to-final work for characters, props, and environments. Covered low/high poly modeling, texturing, rigging, and animations; also supported video work across amusement parks videos, VR visualizations, and indie games.
Lecturer - Digital Animation Techniques at Accademia di Belle Arti di Verona
March 1, 2022 - October 31, 2022
Taught digital animation techniques, supporting students in producing animation-ready results and understanding core animation principles and production workflows.
Intern - 3D sculpting at 3DC LTD. com
June 1, 2020 - September 30, 2020
Internship focused on 3D sculpting, supporting production through organic/higher-detail asset work in a remote setting.

Education

Bachelor of Industrial Design for the Enterprise (Design) at Accademia di Belle Arti di Verona
October 1, 2011 - February 28, 2015
High school diploma (Art State High School) at Art State High School “U. Boccioni”
September 1, 2006 - June 30, 2011
Erasmus (Faculty of Fine Arts) at Marmara University
September 1, 2013 - February 28, 2014
Master diploma of Animation, VFX, Arts and Games at Side Academy
October 1, 2018 - October 31, 2019

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Education