I'm Amanda Lardner, a 3D Generalist and Lead Character Artist focused on bridging imaginative character design with technical production. I specialize in optimized, stylized assets for VR, mobile, and PC, managing end-to-end pipelines from high-poly sculpting in ZBrush to technical integration within Unity URP. I've led cross-functional teams through ship cycles, resolved VR performance bottlenecks with custom LOD systems, and built scalable pipelines. I also founded SalmandaPAP & SalmandaHatchery to translate client concepts into manufacturable designs and scale a digital-to-physical 3D printing business to thousands of sales.

Amanda Lardner

I'm Amanda Lardner, a 3D Generalist and Lead Character Artist focused on bridging imaginative character design with technical production. I specialize in optimized, stylized assets for VR, mobile, and PC, managing end-to-end pipelines from high-poly sculpting in ZBrush to technical integration within Unity URP. I've led cross-functional teams through ship cycles, resolved VR performance bottlenecks with custom LOD systems, and built scalable pipelines. I also founded SalmandaPAP & SalmandaHatchery to translate client concepts into manufacturable designs and scale a digital-to-physical 3D printing business to thousands of sales.

Available to hire

I’m Amanda Lardner, a 3D Generalist and Lead Character Artist focused on bridging imaginative character design with technical production. I specialize in optimized, stylized assets for VR, mobile, and PC, managing end-to-end pipelines from high-poly sculpting in ZBrush to technical integration within Unity URP.

I’ve led cross-functional teams through ship cycles, resolved VR performance bottlenecks with custom LOD systems, and built scalable pipelines. I also founded SalmandaPAP & SalmandaHatchery to translate client concepts into manufacturable designs and scale a digital-to-physical 3D printing business to thousands of sales.

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Language

English
Fluent

Work Experience

Owner/Digital Modeler at SalmandaPAP & SalmandaHatchery
September 1, 2020 - Present
Oversee end-to-end production of custom 3D assets, optimize mesh topology for additively manufactured prototypes, and translate client concepts into manufacturable designs. Calibrate 3D printing hardware and refine slicer protocols to maximize output consistency and production speed.
Character Lead at Crowded Kitchen - In Harmony
August 1, 2024 - May 1, 2025
Led a cross-functional art team, standardized a Unity asset creation and integration pipeline, sculpted optimized stylized characters and props in ZBrush, authored PBR textures in Substance Painter, and guided joint placement/topology for expressive deformation and silhouette readability. Facilitated cross-disciplinary playtests to validate art integration.
Lead Character Artist/3D Artist at Placebo Entertainment
May 1, 2024 - September 1, 2024
Directed a small art team to maintain stylistic cohesion under tight deadlines, prioritized asset delivery for seamless engine integration, produced fully rigged and animated characters with optimized skin weights, and created stylized PBR materials with baked maps for runtime performance.
3D Art Intern at Floor 84 Studio
May 1, 2023 - August 1, 2023
Contributed technically sound 3D assets to high-profile IP projects, delivered weekly stylized promotional renders, and modeled/textured character assets and icons within mobile memory constraints.
Character Lead at Crowded Kitchen - In Harmony (Senior Capstone Project)
August 1, 2024 - May 1, 2025
Led a cross-functional art team and prioritized production schedules to ensure all 3D assets met technical requirements. Standardized a Unity implementation pipeline to accelerate asset creation and integration speed. Sculpted optimized, stylized characters and props in ZBrush based on 2D concepts for high-fidelity, game-ready output. Authored PBR textures in Substance Painter calibrated for real-time performance and character animation. Defined joint placement and topology flow with animation teams to ensure expressive deformation and silhouette readability. Facilitated cross-disciplinary playtests to validate art integration and resolve technical hurdles prior to final builds.

Education

Bachelor of Science, Interactive Media (Game Art) at Bradley University
January 11, 2030 - May 1, 2025
Bachelor of Science, Interactive Media (Game Art) at Bradley University
January 11, 2030 - May 1, 2025
Bachelor of Science in Interactive Media (Game Art) at Bradley University
January 11, 2030 - May 1, 2025

Qualifications

Howard Goldbaum Award
May 1, 2025 - May 8, 2026
Golden Pixel Award presented by Undead Labs
April 1, 2023 - May 8, 2026
Applied Excellence in Game Art Award
May 1, 2023 - May 8, 2026
Howard Goldbaum Award
May 1, 2025 - May 11, 2026
Golden Pixel Award presented by Undead Labs
April 1, 2023 - May 11, 2026
Applied Excellence in Game Art Award
May 1, 2023 - May 11, 2026
Howard Goldbaum Award
May 1, 2025 - May 14, 2026
Golden Pixel Award (presented by Undead Labs)
April 1, 2023 - May 14, 2026
Applied Excellence in Game Art Award
May 1, 2023 - May 14, 2026
Howard Goldbaum Award
May 1, 2025 - May 14, 2026
Golden Pixel Award (presented by Undead Labs)
April 1, 2023 - May 14, 2026
Applied Excellence in Game Art Award
May 1, 2023 - May 14, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Manufacturing