Ricardo Boronat
Hi, I’m Ricardo Boronat. I’m a senior 3D character artist with a proven track record of delivering immersive, stylized, and realistic characters for AAA and mobile games.
About
Hi, I’m Ricardo Boronat. I’m a senior 3D character artist with a proven track record of delivering immersive, stylized, and realistic characters for AAA and mobile games. I excel at shaping cohesive pipelines, optimizing performance, and pushing art direction to tell compelling stories in fast-paced team environments.
I enjoy solving creative problems end-to-end, mentoring cross-functional teams, and delivering end-to-end assets including UI elements, props, and characters. I work fluently with ZBrush, Maya, Substance Painter, and related tools to drive high-fidelity visuals while maintaining production efficiency and consistency.
- 13 years' experience
- Joined September 2025
Skills· 15
Languages
- EnglishFluent
- Spanish; CastilianAdvanced
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
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Work experience· 14 roles
Delivered immersive 3D character art, captivating environments, and dynamic color-swapping systems by conceptualizing and refining visual assets. Engineered complex character models in ZBrush, Maya, and Substance Painter to create avatars and story-driven personalities for an unreleased third-person shooter. Sculpted environmental pieces with precision, emphasizing intricate organic detail to enrich visual storytelling. Fabricated original creature models, expanding visual diversity and fantasy universe. Invented stylized hair design pipeline, achieving harmony between hyperrealistic detail and expressive aesthetics. Advanced color variation using RGB masks to optimize performance and customization features.
Delivered immersive 3D character art, environments, and dynamic color-swapping systems by conceptualizing and refining visual assets. Engineered complex character models in ZBrush, Maya, and Substance Painter, shaping compelling avatars and story-driven personalities for an unreleased third-person shooter. Sculpted environmental pieces with precision, emphasizing intricate organic detail to enrich visual storytelling. Created original creature models expanding visual diversity and fantasy universe.
Directed evolution of multi-platform titles by blending character artistry, conceptual design, and UI development across varied pipelines. Crafted environmental props, UI assets, and atmospheric painting to reinforce game mood and aesthetic continuity across titles. Pioneered rendering approaches for mobile gaming and mentored cross-functional teams to improve pipeline efficiency.
Education
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