I am Marco Marzico, a versatile 3D Generalist and Unreal Engine Authorized Instructor with experience bridging real-time and offline workflows. I specialize in environment design, high-fidelity real-time VFX, virtual production pipelines, and cinematic storytelling. I thrive on transforming complex concepts into commercial-grade visuals, fluid animations, and immersive interactive experiences. In collaborative production environments, I focus on asset creation pipelines, lighting, and camera choreography to deliver compelling visuals on tight timelines. I enjoy mentoring teams and contributing to end-to-end storytelling in both real-time and offline contexts.

Marco Marzico

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I am Marco Marzico, a versatile 3D Generalist and Unreal Engine Authorized Instructor with experience bridging real-time and offline workflows. I specialize in environment design, high-fidelity real-time VFX, virtual production pipelines, and cinematic storytelling. I thrive on transforming complex concepts into commercial-grade visuals, fluid animations, and immersive interactive experiences. In collaborative production environments, I focus on asset creation pipelines, lighting, and camera choreography to deliver compelling visuals on tight timelines. I enjoy mentoring teams and contributing to end-to-end storytelling in both real-time and offline contexts.

Available to hire

I am Marco Marzico, a versatile 3D Generalist and Unreal Engine Authorized Instructor with experience bridging real-time and offline workflows. I specialize in environment design, high-fidelity real-time VFX, virtual production pipelines, and cinematic storytelling. I thrive on transforming complex concepts into commercial-grade visuals, fluid animations, and immersive interactive experiences.

In collaborative production environments, I focus on asset creation pipelines, lighting, and camera choreography to deliver compelling visuals on tight timelines. I enjoy mentoring teams and contributing to end-to-end storytelling in both real-time and offline contexts.

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Language

English
Fluent
Italian
Fluent

Work Experience

Generalist Game Artist (Incubator Program) at Gamecrafters' Collective
October 1, 2025 - Present
Collaborate within a competitive, multi-disciplinary remote game incubator simulating a professional indie studio production cycle to build and ship a commercial title. Author dynamic real-time VFX and gameplay visual elements within Unreal Engine using the Niagara framework. Direct high-impact cinematic sequences, focusing heavily on camera choreography, lighting, and environmental storytelling. Coordinate closely with designers and gameplay programmers to streamline asset production pipelines, technical art assignments, and level flow.
Unreal Engine Developer at Gold Creek VR
August 1, 2025 - Present
Design and engineer immersive, high-fidelity cinematic sequences with a core structural focus on high-speed vehicle and racing setups. Build and optimize dynamic material networks alongside custom Niagara systems to achieve ambitious stylistic art direction. Architect, modularly assemble, and set-dress expansive digital environments while systematically balancing performance constraints against creative visual fidelity. Benchmark, iterate, and integrate production workflows and structural plugins to increase speed and flexibility across the development pipeline.
3D Artist – Product Animation at Freelance
October 1, 2025 - Present
Partner with premium brands, developers, and design studios to translate abstract commercial design briefs into photorealistic look-development, product render assets, and motion layouts. Produce highly engaged cinematic animations, look-dev turnarounds, and specialized automotive visualizations tailored for marketing content. Oversee the comprehensive delivery lifecycle of freelance visual projects, handling asset modeling, complex texturing, precise studio illumination, and final post-production editing.
Unreal Engine Artist – Environment & Cinematics at Eldritch Forge
March 1, 2025 - July 1, 2025
Contributed to a remote, independent RPG title, turning intensive technical studies into functional environment art and world-building modules within Unreal Engine 5. Sculpted complex in-engine layouts, placing premium focus on atmosphere, cinematic composition, lighting, and environmental tone. Constructed narrative-driven game sequences using Unreal Engine Sequencer assets to bridge real-time story beats with active gameplay flow.

Education

Unreal Engine Authorized Instructor at Epic Games
January 1, 2024 - May 22, 2026
Epic Games Certification at Epic Games
January 1, 2026 - May 22, 2026
Self-Taught Specialist in 3D Art, Real-Time Systems, and Virtual Production workflows at Self-Taught
January 1, 2024 - May 22, 2026
Unreal Engine Authorized Instructor at Epic Games
January 11, 2030 - May 22, 2026
Epic Games Certified at Epic Games
January 1, 2026 - May 22, 2026
Self-Taught Specialist at Self-Taught
January 1, 2024 - May 22, 2026
Unreal Engine Authorized Instructor (Epic Games Certified) at Epic Games
January 1, 2026 - May 29, 2026
Self-Taught Specialist in 3D Art and Real-Time Workflows at Independent / Self-Directed
January 1, 2024 - May 29, 2026

Qualifications

Ultimate Unreal Engine Course
June 17, 2025 - June 17, 2025
In this course I've learned modeling, texturing, motion design, metahumans, animation, cinematics, environment design and rendering in Unreal Engine 5
Unreal Engine Authorized Instructor
January 1, 2024 - May 22, 2026
Epic Games Certification
January 1, 2026 - May 22, 2026
Self-Taught Specialist in 3D Art, Real-Time Systems, and Virtual Production workflows
January 1, 2024 - May 22, 2026
Unreal Engine Authorized Instructor
January 11, 2030 - May 22, 2026
Epic Games Certified
January 1, 2026 - May 22, 2026
Self-Taught Specialist
January 1, 2024 - May 22, 2026
Unreal Engine Authorized Instructor
January 1, 2026 - May 29, 2026
Self-Taught Specialist
January 1, 2024 - May 29, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Other, Professional Services, Education
    paper Simple Environment and CInematic for Games

    Project completed in just one day using Unreal Engine and DaVinci Resolve.

    For the environment, I used a mix of existing assets and Megascans. The road was modeled directly inside Unreal Engine. I applied decals and built a layered material to add extra detail, including a heat distortion effect to simulate hot asphalt.

    The character and mocap animation were sourced from Mixamo and slightly adjusted within Unreal to better fit the scene.

    I handled cameras, lighting, and post-processing to enhance the visual quality and get the most out of Lumen.

    Camera movements, shakes, cuts, and character animation were all managed through Sequencer.

    Final edits and color grading and sound design were completed in DaVinci Resolve.

    paper Autimotive Stills - Volvo S90 - Unreal Engine 5.7

    paper Dune Remake - Unreal Engine 5 Cinematic

    In this project I wanted to recreate a scene from the move “Dune” in less than 24h.

    I started modeling a few buildings and the rest of the city of Arrakis, I’ve built the desert using the landscape tool and used a free model of the Ornithopter I found on Sketchfab. I then built the entire cinematics using the setti gs of an anamorphic lens, added distortion, lens flare and imperfections to simulate the look of a rel anamorphic lens.

    paper Samurai Fight - Unreal Engine Cinematic Short

    In this project I’ve built the environment from scratch, using modeling techniques combined with assets from the marketplace. I created blueprints as well as some of the shaders and lighting.
    I’ve used Metahumans as characters and animations mocaps that were provided to me, as well as existing mixamo animations thay I have cleaned up in the engine to fit the scene.
    I’ve animated the cameras, applied vfx built using Niagara Systems, Motion Design, and ultimately rendered in Unreal Engine, color corrected and put together the sequences and sound in DaVinci Resolve