I'm Morrissey Alexander Senior, a 3D game development professional with 6+ years leading multi-platform asset production across AAA, VR, and mobile game environments. I’ve led cross-functional teams through complete development lifecycles, integrating 500+ vehicle assets for Microsoft's Forza franchise while maintaining 120+ fps on Quest and console platforms. I specialize in transforming complex technical requirements into scalable production workflows that support simultaneous multi-title development. I'm adept at building modular architectures, applying LOD and texture atlasing workflows, and delivering production-ready content across Unity and Unreal Engine. I prefer remote work but am willing to relocate for a great opportunity. My experience spans AAA racers, VR training sims, and enterprise VR solutions, with a track record of delivering high fidelity assets on time.

Morrissey Alexander

I'm Morrissey Alexander Senior, a 3D game development professional with 6+ years leading multi-platform asset production across AAA, VR, and mobile game environments. I’ve led cross-functional teams through complete development lifecycles, integrating 500+ vehicle assets for Microsoft's Forza franchise while maintaining 120+ fps on Quest and console platforms. I specialize in transforming complex technical requirements into scalable production workflows that support simultaneous multi-title development. I'm adept at building modular architectures, applying LOD and texture atlasing workflows, and delivering production-ready content across Unity and Unreal Engine. I prefer remote work but am willing to relocate for a great opportunity. My experience spans AAA racers, VR training sims, and enterprise VR solutions, with a track record of delivering high fidelity assets on time.

Available to hire

I’m Morrissey Alexander Senior, a 3D game development professional with 6+ years leading multi-platform asset production across AAA, VR, and mobile game environments. I’ve led cross-functional teams through complete development lifecycles, integrating 500+ vehicle assets for Microsoft’s Forza franchise while maintaining 120+ fps on Quest and console platforms. I specialize in transforming complex technical requirements into scalable production workflows that support simultaneous multi-title development.
I’m adept at building modular architectures, applying LOD and texture atlasing workflows, and delivering production-ready content across Unity and Unreal Engine. I prefer remote work but am willing to relocate for a great opportunity. My experience spans AAA racers, VR training sims, and enterprise VR solutions, with a track record of delivering high fidelity assets on time.

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Language

English
Fluent

Work Experience

Concept Artist II at Meta
April 1, 2025 - February 1, 2026
Contracted through Software Galaxy Systems, developed End-to-End game experiences for Meta apps and tools. Authored 3D art pipelines for multiple styles, refined asset ingestion workflows, and contributed to 3D art, animation, VFX and UI software pipelines within Meta's ecosystem. Assisted with QA and stress testing to ensure stability across new software features.
Senior 3D VR Environment Artist at VRSpeaking Ovation
July 1, 2024 - September 1, 2025
Led immersive VR environment development for enterprise applications targeting Quest optimization. Built production workflows using Maya, Substance Painter, and Unreal Engine; performed photogrammetry-based real-world environment reconstruction; achieved 120+ fps and sub-12ms latency; developed cross-platform deployment pipelines and streamlined environment modeling, texturing, and UV optimization.
Mid-Level Vehicle Artist at Microsoft - Turn 10
April 1, 2021 - April 1, 2024
Delivered integration of 300+ car assets across Forza Horizon 5, Hot Wheels DLC, and Forza Motorsport development cycles. Executed vehicle asset production workflows including model refinement, texture optimization, material development, rigging, and animation pipeline integration. Collaborated with engineering and art teams using Perforce and bug tracking systems to ensure asset quality and performance.
Senior 3D Character Artist at Cipher Skin XR
April 1, 2022 - August 1, 2022
Led character asset development for medical VR platform, including motion capture integration. Built 3D asset pipelines from concept to Unity deployment, created stylized character art, and developed UI mockups to optimize medical training workflows. Implemented custom Unity shaders and Substance Painter workflows for game-ready character assets.
Senior 3D Environment Artist at Pie Trap/Endeavor One VR
December 1, 2020 - April 1, 2021
Developed modular environment assets for Arashi: Castles of Sin VR, focusing on optimization workflows. Implemented Perforce version control and bug tracking; created modular castle architecture assets, trim texture atlases, and Unity3D integration using Maya and Photoshop workflows. Optimized models with LODs and imposter techniques for VR performance.
3D Prop Artist at Art Bully Productions
October 1, 2020 - January 1, 2021
Created stylized prop and weapon assets for Fortnite with Unreal Engine 4 integration. Implemented asset systems ensuring performance and gameplay functionality; collaborated with Art Lead to maintain artistic direction while meeting technical specs.
3D Vehicle Artist at Vertex Solutions VR
July 1, 2019 - October 1, 2020
Orchestrated vehicle and environment asset development for military VR training across Unity3D, Unreal Engine 4, and proprietary platforms. Produced accurate aircraft/cockpit models from 3D scans; integrated assets across multi-platform VR training environments; built scalable asset workflows for diverse training scenarios.
Senior 3D Environment Artist at Serebrum Labs
February 1, 2018 - July 1, 2019
Owned comprehensive environment development for multiple maps on Shadowcore VR, including level design, optimization, and interactive gameplay integration. Maintained 120+ fps performance and sub-12ms latency; collaborated with designers to enhance VR gameplay and immersion.
3D Environment Artist at Disruptor Beam Studios
December 1, 2017 - March 1, 2019
Contributed to multi-title asset development for Walking Dead March to War, Archer Danger Phone, and Star Trek Timelines with Unity3D mobile integration. Created 3D texture workflows, modular environments, and asset libraries, enabling scalable cross-title production across mobile platforms.

Education

Bachelor of Science, Media Arts & Animation at The Art Institute of California San Francisco
January 11, 2030 - January 1, 2015

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Healthcare, Education, Professional Services