I’m a versatile 3D generalist and real-time content creator focused on VR-ready assets, environmental design, and cohesive storytelling across interactive platforms. I build and refine hard-surface models, textures, and stylized assets in Maya, Blender, and ZBrush, ensuring my work aligns with established art directions. My pipelines span Substance Painter, Unreal Engine, and Unity, enabling a smooth transition from concept to production-ready implementation. I’ve worked in commercial and immersive media—from in-house production management at Curallux to asset standardization, environmental prop design, and community-driven VR experiences with PSI VR and Helldivers VR—and I freelance to deliver custom assets and style-matched content for diverse clients. I hold a Bachelor of Science in Game Art from Full Sail University and have hands-on experience with motion capture and real-time animation pipelines.

Alexei Ethan Lozada

I’m a versatile 3D generalist and real-time content creator focused on VR-ready assets, environmental design, and cohesive storytelling across interactive platforms. I build and refine hard-surface models, textures, and stylized assets in Maya, Blender, and ZBrush, ensuring my work aligns with established art directions. My pipelines span Substance Painter, Unreal Engine, and Unity, enabling a smooth transition from concept to production-ready implementation. I’ve worked in commercial and immersive media—from in-house production management at Curallux to asset standardization, environmental prop design, and community-driven VR experiences with PSI VR and Helldivers VR—and I freelance to deliver custom assets and style-matched content for diverse clients. I hold a Bachelor of Science in Game Art from Full Sail University and have hands-on experience with motion capture and real-time animation pipelines.

Available to hire

I’m a versatile 3D generalist and real-time content creator focused on VR-ready assets, environmental design, and cohesive storytelling across interactive platforms. I build and refine hard-surface models, textures, and stylized assets in Maya, Blender, and ZBrush, ensuring my work aligns with established art directions.

My pipelines span Substance Painter, Unreal Engine, and Unity, enabling a smooth transition from concept to production-ready implementation. I’ve worked in commercial and immersive media—from in-house production management at Curallux to asset standardization, environmental prop design, and community-driven VR experiences with PSI VR and Helldivers VR—and I freelance to deliver custom assets and style-matched content for diverse clients. I hold a Bachelor of Science in Game Art from Full Sail University and have hands-on experience with motion capture and real-time animation pipelines.

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Work Experience

Junior Broadcast Designer + Video Editor at Curallux/Capillus
January 1, 2022 - January 1, 2022
Created, edited video advertisements while producing both 3D and video assets, including researching, collecting and curating footage for campaigns and filming in-house product shots to effectively showcase primary features and benefits.
3D Generalist / Seasonal Event Lead at PSI VR
January 1, 2023 - January 1, 2023
Ensured 3D models remained consistent in style across projects while designing environmental props and creating detailed textures. Organized and hosted seasonal VR events in collaboration with Projekt: Community.
3D Generalist / Media Team Agent at Helldivers VR
January 1, 2024 - January 1, 2024
Handled the modification, modeling and texturing of assets for community leads. Served as assistant director for short-form productions.
3D Artist at Freelance
January 1, 2020 - Present
Specialized in creating VR-ready assets from scratch, frequently modifying prebuilt assets. Developed original models that matched established style guidelines across both 3D and 2D environments.
Photographer Assistant at Vodagraph
January 1, 2019 - January 1, 2023
Assisted lead photographer on commercial and editorial shoots, supporting all aspects of production from setup to wrap. Prepared and maintained camera gear, lenses, and lighting equipment; managed memory cards and file organization; and contributed to basic post-production tasks.

Education

Bachelor of Science (Game Art) at Full Sail University
January 11, 2030 - November 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet