I’m a 3D artist and destruction/VFX specialist focused on building dynamic, interactive destruction workflows using tools like Houdini and Unreal Engine. I’ve authored HDAs, set up physics and breakable systems, and supported game cinematics with RBD simulation to help deliver believable, high-impact destruction moments. Across roles in games and VFX pipelines, I enjoy translating design intent into robust asset and animation systems—whether that’s producing destructible props, integrating gameplay-related effects, or collaborating with environment and collision teams to keep everything performant and consistent. I am also a generalist that is proficient with shaders, texture creation, and modeling work, as well as blueprinting and game design.

Angel Campo

I’m a 3D artist and destruction/VFX specialist focused on building dynamic, interactive destruction workflows using tools like Houdini and Unreal Engine. I’ve authored HDAs, set up physics and breakable systems, and supported game cinematics with RBD simulation to help deliver believable, high-impact destruction moments. Across roles in games and VFX pipelines, I enjoy translating design intent into robust asset and animation systems—whether that’s producing destructible props, integrating gameplay-related effects, or collaborating with environment and collision teams to keep everything performant and consistent. I am also a generalist that is proficient with shaders, texture creation, and modeling work, as well as blueprinting and game design.

Available to hire

I’m a 3D artist and destruction/VFX specialist focused on building dynamic, interactive destruction workflows using tools like Houdini and Unreal Engine. I’ve authored HDAs, set up physics and breakable systems, and supported game cinematics with RBD simulation to help deliver believable, high-impact destruction moments.

Across roles in games and VFX pipelines, I enjoy translating design intent into robust asset and animation systems—whether that’s producing destructible props, integrating gameplay-related effects, or collaborating with environment and collision teams to keep everything performant and consistent. I am also a generalist that is proficient with shaders, texture creation, and modeling work, as well as blueprinting and game design.

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Language

Spanish; Castilian
Fluent

Work Experience

Destruction Artist at N-Gel/Company associated with “Star Wars: Zero Company” (as listed)
August 1, 2023 - Present
Responsible for developing a unique dynamic destruction workflow via Houdini and UE5 for Star Wars: Zero Company. Authored HDAs for both Houdini and Unreal to enable procedural modeling and asset manipulation. Implemented more than one hundred destructible props used in game. Assisted with general VFX or modeling tasks, especially those tied to the destruction system. Coordinated with the environment team on asset creation and destruction standards, and worked on cinematics that required RBD simulation for animation purposes.
Destruction Artist at Respawn Entertainment
July 1, 2022 - June 30, 2023
Produced destructible assets and dynamic animations for Jedi: Survivor. Worked with the RBD pipeline from Houdini to Unreal Engine 4. Created animations for non-character entities and set up physics interactivity for assets. Occasionally integrated gameplay-related effects via blueprints and blueprint functionality, and assisted with bug fixing as well as supplementary VFX-related tasks.
Associate Destruction Artist at Santa Monica Studio
December 1, 2021 - July 31, 2022
Produced destructible assets and breakable-related effects for God of War: Ragnarok. Developed knowledge of RBD fracturing and simulation via PDI and Houdini. Contributed to in-game cinematics involving destruction as well as certain set-piece moments. Collaborated with collision and designer teams to ensure proper integration, design specs, and memory usage. Briefly assisted with IK collision.
VFX Summer Associate at 343 Industries
August 1, 2021 - December 1, 2021
Worked alongside a team of FX artists to create content for Halo Infinite. Further developed formal VFX knowledge and workflow on a proprietary engine and associated tools. Expanded knowledge of simulation and rendering workflows in Houdini and EmberGen. Coordinated with the team to stay aligned with established sci-fi art direction for effects.
Senior Thesis Project (Immuno Response) at Ringling College of Art and Design
August 1, 2020 - December 31, 2020
Further developed skills with shaders and modeling for a stylized depiction of the inside of a lung. Used Houdini for procedural asset creation as well as tilable texture creation. Developed environment optimization for runtime performance and explored opportunities for stylized VFX using simulations and dynamic shaders.
Intern, Tech Artist at Sharecare Reality Lab
May 1, 2020 - July 31, 2020
Worked on Sharecare’s medical visualization projects using ZBrush, Substance Painter, and Houdini. Developed knowledge of procedural modeling workflows and further developed sculpting skills in ZBrush. Created textures/shaders based on real-life reference of organs and muscle structure.

Education

Graduate at Ringling College of Art and Design
January 1, 2017 - December 31, 2021
Diploma (with Merit) at Cambridge AICE Diploma
May 1, 2016 - May 31, 2016

Qualifications

Certified in SolidWorks (2016) and Mastercam (X8) from CAD/CAM background
January 1, 2016 - September 2, 2026

Industry Experience

Gaming, Media & Entertainment, Education