Tamsin Louisa Spick
I’m a Senior 3D Character Artist based in Nottingham with 9+ years of experience creating game-ready characters, creatures, clothing, and other assets for live-service games and mobile platforms.
About
I’m a Senior 3D Character Artist based in Nottingham with 9+ years of experience creating game-ready characters, creatures, clothing, and other assets for live-service games and mobile platforms. I enjoy working end-to-end—starting with early ideas and sculpting, then pushing assets through optimisation, implementation, and troubleshooting in-engine—so the final result meets both artistic and technical standards.
Alongside hands-on art production, I’ve led and mentored artists, supported outsource teams, and improved pipelines through tooling and automation. In my most recent role as a Senior Technical Artist at Meta (Tundra Technical Solutions), I’ve been delivering high-quality avatar content while building custom scripts and plugins to streamline production and reduce manual work. Earlier, as a Lead 3D Character Artist at Lockwood Publishing, I rebuilt a character team from the ground up and improved output and consistency for frequent live publishes.
- 9 years' experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
Work experience
Contributing to a live-service avatar platform by delivering high-quality character and creature assets while implementing pipeline automation and process improvements. Designed and shipped multiple avatar outfit collections across the full pipeline using traditional 3D art skills alongside AI-assisted workflows. Built custom tools and scripts (including Substance Painter/Maya/PowerShell GUI) to streamline asset ingestion, reducing manual effort and improving efficiency. Prototyped game content in Meta’s in-house engine to explore workflows and validate approaches. Diagnosed and resolved complex ingestion and 3D asset issues to maintain visual quality and support scheduled releases. Authored retrospectives to identify pipeline pain points and drive adopted tooling and validation improvements.
Specialised in stylised characters, creatures, and clothing for a live-service mobile game, working across the full 3D pipeline including Unity implementation, leadership, pipeline development, and production workflow optimisation for tight deadlines. Personally estimated creation of 400+ assets and oversaw approximately 30 assets per month for twice-weekly live publishes. Led and mentored a team of four artists, improving production speed by 50% through feedback and guidance, while aligning work across departments. Improved outsourcing efficiency by ~3 days through clearer briefs and feedback. Collaborated with engineering/tools teams to develop internal tools targeting ~10% efficiency gains per initiative, and created workflows/guides that improved communication with designers and vendors, saving roughly two hours daily. Rebuilt the character team after a period as sole principal character artist, improving morale and output while providing structured feedback to outsource partners.
Education
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