I am a Senior 3D Generalist specializing in lighting and shading, with extensive experience in Unreal Engine and path-traced renderers such as Arnold and Redshift. I’m proficient in Unreal Engine, Cinema 4D, Maya, and After Effects, with a strong foundation in motion graphics, modeling, texturing, and animation. I’m known for delivering polished, engaging visuals while navigating complex projects and tight deadlines. In my roles across studios and agencies, I’ve led creative teams, developed pipelines, and collaborated with producers, developers, and clients to turn concepts into immersive visuals—from medical animations to automotive renders and real-time experiences. I enjoy solving technical challenges, and exploring stylization to achieve compelling results.

Lars Minsaas

I am a Senior 3D Generalist specializing in lighting and shading, with extensive experience in Unreal Engine and path-traced renderers such as Arnold and Redshift. I’m proficient in Unreal Engine, Cinema 4D, Maya, and After Effects, with a strong foundation in motion graphics, modeling, texturing, and animation. I’m known for delivering polished, engaging visuals while navigating complex projects and tight deadlines. In my roles across studios and agencies, I’ve led creative teams, developed pipelines, and collaborated with producers, developers, and clients to turn concepts into immersive visuals—from medical animations to automotive renders and real-time experiences. I enjoy solving technical challenges, and exploring stylization to achieve compelling results.

Available to hire

I am a Senior 3D Generalist specializing in lighting and shading, with extensive experience in Unreal Engine and path-traced renderers such as Arnold and Redshift. I’m proficient in Unreal Engine, Cinema 4D, Maya, and After Effects, with a strong foundation in motion graphics, modeling, texturing, and animation. I’m known for delivering polished, engaging visuals while navigating complex projects and tight deadlines.

In my roles across studios and agencies, I’ve led creative teams, developed pipelines, and collaborated with producers, developers, and clients to turn concepts into immersive visuals—from medical animations to automotive renders and real-time experiences. I enjoy solving technical challenges, and exploring stylization to achieve compelling results.

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Language

English
Fluent
Norwegian
Fluent

Work Experience

Technical Director at Ryzo Studios
June 28, 2024 - Present
•Modeling, rigging, shading and rendering in Unreal Engine. •Creating Metahuman characters and modifying blueprints. •Updating models, UVs and textures for Unreal import. •R&D of character stylization, foliage, and custom clothing for Metahumans.
Lead Medical Animator at XVIVO
November 30, 2023 - May 31, 2024
•Modeling, rigging, animating, lighting, rendering, concepting and compositing in Cinema 4D and After Effects. •Utilize PDB databases to create models for medical animations. •Work within real time programs including Unity and Unreal. •Provide creative solutions and visual brainstorming for projects, including internal marketing and pitches.
Creative Manager at 3D Excite
December 31, 2022 - November 30, 2023
•Integrated various car elements into complex shots using proprietary compositing tools in Nuke. •Produced exterior and interior renders, featuring various configurations, for Chevy and GMC, to display on their websites. •General management and team leadership.
Lead III Designer at John Frassanito & Associates
April 27, 2001 - November 27, 2011
•Created accurate next-generation spacesuits, robots, rockets, and environments for NASA• Brought a cinematic touch to the animation of astronauts and rocket launches• Used a variety of lighting techniques including GI and area lights•Performed masking, camera tracking, rotoscoping, painting and color correction• Employed After Effects to create the final composites• Created debris, smoke, sparks and plumes using particle systems and volumetrics.
Creative Director at VMLY&R HEALTH
November 30, 2011 - November 30, 2022
•Rigged, composited, and animated full CG sequences in close conjunction with producers, developers and clients. • Produced animated characters by integrating motion capture data with hand-crafted keyframe animation techniques. • Managed the lighting, shading, concepting, and texturing aspects of multiple projects. • Crafted simulations and effects for multiple projects, utilizing Maya, After Effects and Unreal Engine. • Successfully implemented and trained team members on new pipeline tools, including Arnold, Unreal Engine, and ACES. • Transferred and optimized real-time assets into Unity for interactive HoloLens, IOS trade-show applications. • Utilized PDB databases and software to create custom models for medical animations. • Transformed concepts and ideas into captivating video content by developing the visual language and style for each project, both branded and unbranded. • Crafted captivating and immersive visual experiences through the development and presentation of mood boards, concept art, and storyboards for a wide range of projects.

Education

BA, Art and Applied Design at University of Houston-Clear Lake
May 1, 1997 - December 1, 1999

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Healthcare, Government, Professional Services
    paper Mountain Modern Architectural Render UE5.4

    A Mountain Modern style Architectural Render I did in Unreal Engine 5.4. All work done in Engine.

    paper PARP Animation - Maya, Arnold

    PARP Medical Animation- Concept Art

    PARP Medical Animation-
    I was Creative Director: Animation, modeling and rigging in Maya; Particles and simulations in Maya, lighting and shading in Arnold.
    (Compositing by Hovelyn Penas ; Rigging by Damon Smith) (Motion Graphics by Andrew Nguyen)

    paper Tumor Medical Animation - Maya, Arnold

    Tumor Medical Animation

    I was Creative Director: Animation and rigging in Maya; Particles and simulations in Maya. Lighting shading in Arnold.

    (Compositing by Hovelyn Penas) (Motion Graphics by Andrew Nguyen)

    paper Migraine medical animation - Maya, Arnold

    I was creative director and did Animation and rigging in Maya; Particles and simulations in Maya, lighting and shading in Arnold.
    (Compositing by Hovelyn Penas ; Titles by Andrew Nguyen; Rigging by Damon Smith)

    paper Lupus Medical Animation - Maya, Arnold

    “Lupus Medical Animation” I did animation and rigging in Maya. Particles and simulations in Maya. Lighting/Shading in Maya Arnold. (Compositing by Hovelyn Penas) (Additional rigging and animation by Mike Fisher) (Motion Graphics by Andrew Nguyen)

    paper High Elf City created in UE5

    Everything done by me in Unreal 5.3. Rendered on a 3080. Some minor compositing in After Effects. Used Quixel, Kitbash3d and Mixamo assets.

    paper Mars Exploration created in UE5

    Created in Unreal Engine 5 and rendered directly in-engine, with minor compositing in After Effects. I used Quixel and a few marketplace assets. It was exciting to see a 4K render with anti-aliasing finish in just 8 seconds per frame!