I’m Cisco Martinez, a veteran 3D and motion graphics artist with over 25 years of experience in the video game industry. I focus on 3D modeling, motion graphics, UI/UX design, graphic design, and 3D printing—supporting teams end-to-end from asset creation and optimization to engine-ready delivery. I’ve worked on a wide range of projects, including vehicle and weapon production, tutorial and infographic animation, hard-surface content, and destruction/physics prototyping. From Unreal Editor to Unity and Substance Painter workflows, I enjoy collaborating with artists and producers, refining outsourced work, and delivering polished, production-ready results remotely from Iowa.

Cisco Martinez

I’m Cisco Martinez, a veteran 3D and motion graphics artist with over 25 years of experience in the video game industry. I focus on 3D modeling, motion graphics, UI/UX design, graphic design, and 3D printing—supporting teams end-to-end from asset creation and optimization to engine-ready delivery. I’ve worked on a wide range of projects, including vehicle and weapon production, tutorial and infographic animation, hard-surface content, and destruction/physics prototyping. From Unreal Editor to Unity and Substance Painter workflows, I enjoy collaborating with artists and producers, refining outsourced work, and delivering polished, production-ready results remotely from Iowa.

Available to hire

I’m Cisco Martinez, a veteran 3D and motion graphics artist with over 25 years of experience in the video game industry. I focus on 3D modeling, motion graphics, UI/UX design, graphic design, and 3D printing—supporting teams end-to-end from asset creation and optimization to engine-ready delivery.

I’ve worked on a wide range of projects, including vehicle and weapon production, tutorial and infographic animation, hard-surface content, and destruction/physics prototyping. From Unreal Editor to Unity and Substance Painter workflows, I enjoy collaborating with artists and producers, refining outsourced work, and delivering polished, production-ready results remotely from Iowa.

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Work Experience

Senior 3D Artist at Smile Break
June 1, 2024 - May 31, 2026
Remote 3D art for a cool project; contributing advanced 3D asset creation and production support.
Senior 3D/NFT Artist at Gala Games
January 1, 2022 - May 31, 2024
Remote 3D artist responsible for creating and managing all vehicle/weapon assets for AMC's The Walking Dead PC game. Managed a small outsource team, modified and approved assets for the game engine, and created all NFT assets for in-game purchases.
3D/Motion Graphics Artist at Private Division
May 1, 2020 - December 31, 2021
Motion graphics animator and 3D artist on KSP2. Created and animated tutorial videos with infographics and 3D assets for the game, working with a small team to train users on complex gameplay concepts.
Senior 3D Artist at Ember Entertainment Limited.
August 1, 2019 - April 30, 2020
Remote senior 3D artist focused on hard-surface assets for a game. Created or managed outsource content and processed assets for integration into the game engine.
Senior 3D Artist at Microsoft
August 1, 2018 - June 30, 2019
Senior 3D artist on the Synthetics R&D team. Created and managed 3D assets for machine learning software, reviewed and updated outsourced content to match specific team requirements.
3D Technical Physics Artist at Wargaming Seattle
January 1, 2015 - July 31, 2018
Senior 3D artist creating and managing content for a next-gen PC title. Worked on Havok physics, prototyping, and destruction; led a small team to create and document the destruction process from scratch, including vehicle and environment physics. Developed a new system to reduce memory footprint and improve efficiency.
Senior 3D Artist at King
January 1, 2014 - January 31, 2015
Created high-resolution aircraft for mobile games on iOS. Managed and modified outsourced content and created custom textures and decals for in-game upgrades.
Motion Graphics/3D Artist at Design Laboratory
November 1, 2013 - December 31, 2013
Performed After Effects video editing, motion graphics, and 3D art for a short engagement.
Senior 3D Artist at TEAGUE
September 1, 2013 - October 31, 2013
Created and processed vehicle and environment assets for a custom software engine for a large 3rd-party client, including 3D modeling, optimizing, and texturing a large number of assets.
Senior 3D/UX Artist at Microsoft
October 1, 2012 - August 31, 2013
Senior artist on the Strategic Prototype team, producing 3D modeling, rendering, motion graphics, rapid prototyping, and 3D printing. Created content for Microsoft’s 'Home of the Future' department.
Senior 3D Artist (contract) at Undead Labs
May 1, 2012 - July 31, 2012
Created and optimized vehicle content for Xbox Live game State of Decay.
3D Environment Artist at Sony Computer Entertainment America
March 1, 2008 - May 31, 2012
Worked on multiple Sony console titles for PS3/PS Vita. MAG for PS3: created environment buildings/assets/props for large multiplayer levels and collaborated with environment teams to share materials while saving memory footprint. SOCOM 4 for PS3: modeled/textured weapons, rigged and tested weapons for single and multi-player maps, and created destructible environment assets using Havok, including rigging/compiling/testing/exporting dynamic props for environment teams. Unit 13 for Vita: modeled/textured vehicle and environment props for levels, cast high-res models, rigged/animated vehicles for cinematic scenes, and managed all vehicle assets across 10 playable levels. Worked with the Art Director to create custom level maps for UI teams.
Senior 3D Artist at THQ
July 1, 2006 - February 29, 2008
Worked on Destroy All Humans 3 for Xbox 360 using Maya, Photoshop, and Unreal Editor 3. Managed/created all vehicle content across the game, coordinated with a producer and off-site outsource artists to populate playable spaces, created weapons for the main character Crypto, and helped lead a small team to redesign studio branding after a studio rename.
3D/FX Artist at Amaze Entertainment
June 1, 2005 - June 30, 2006
Worked on PSP version of 20th Century Fox’s Eragon movie. Created particle effects for dragons and general gameplay using an internal FX generator; modeled/textured environment assets; designed in-game and front UI menus for the entire game.
Artist at Humongous Entertainment
May 1, 1997 - May 31, 2005
First job in the game industry, working across concept work, 2D animation, character modeling, rigging, UI design, and 3D modeling/texturing/lighting. Contributed to numerous PC titles and educational games.

Education

Associate of Arts (A.A.) at Art Institute of Seattle
January 1, 1994 - January 1, 1997
Modeling Course at Mesmer Animation Labs
January 1, 2003 - January 1, 2003

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics