Portfolio: _Website not available. Sign in: https://www.twine.net/signup_ I am Cemre Ozkurt, a visionary Art Director and Lead 3D Character Artist with over 20 years of experience in AAA and indie game production, cinematic art direction, and real-time 3D design. I am based in San Francisco and have led creative teams across AR, mobile, PC, console, and film projects. I specialize in building high-end character pipelines, mentoring creative teams, and defining visual identity for award-winning titles. I unite artistic innovation with production efficiency across console, mobile, AR, and film projects. My approach blends imagination with emotion to craft memorable characters and experiences that resonate with audiences worldwide.

Cemre Ozkurt

Portfolio: _Website not available. Sign in: https://www.twine.net/signup_ I am Cemre Ozkurt, a visionary Art Director and Lead 3D Character Artist with over 20 years of experience in AAA and indie game production, cinematic art direction, and real-time 3D design. I am based in San Francisco and have led creative teams across AR, mobile, PC, console, and film projects. I specialize in building high-end character pipelines, mentoring creative teams, and defining visual identity for award-winning titles. I unite artistic innovation with production efficiency across console, mobile, AR, and film projects. My approach blends imagination with emotion to craft memorable characters and experiences that resonate with audiences worldwide.

Available to hire

Portfolio: Website not available. Sign in: https://www.twine.net/signup

I am Cemre Ozkurt, a visionary Art Director and Lead 3D Character Artist with over 20 years of experience in AAA and indie game production, cinematic art direction, and real-time 3D design. I am based in San Francisco and have led creative teams across AR, mobile, PC, console, and film projects.

I specialize in building high-end character pipelines, mentoring creative teams, and defining visual identity for award-winning titles. I unite artistic innovation with production efficiency across console, mobile, AR, and film projects. My approach blends imagination with emotion to craft memorable characters and experiences that resonate with audiences worldwide.

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Language

English
Fluent

Work Experience

Lead Character Artist at Illumix
November 1, 2019 - November 12, 2025
Lead the character art team for Five Nights at Freddy’s: Special Delivery (AR mobile game) and multiple AR/Web3/NFT experiences. Directed the production of 45+ characters and 3 environments, overseeing modeling, texturing, rigging, and rendering pipelines. Collaborated with engineering teams to build AR tools and real-time workflows for artists. Key visual decision maker for art direction, style definition, and production planning. Worked on branded AR experiences for Disney, Warner Bros, MGM, Peanuts, Snap, etc.
Senior Character Artist at Cryptic Studios
November 1, 2019 - November 1, 2019
Contributed to Neverwinter MMORPG for PC and console. Created character art assets, costumes, and accessories for character customization systems. Worked closely with engineers to integrate custom tools and pipelines for asset management. Provided feedback and art direction to outsourcing partners, maintaining visual consistency.
Art Director / Founder at Worm Studio
February 1, 2017 - February 1, 2017
Directed and developed Beat The Game, an indie adventure title blending music creation and visual storytelling. Oversaw the complete art direction, including concept, modeling, animation, lighting, and scripting. Awarded Best Art (Intel Mix Media) and nominated for Best Sound and Creative Design (AZPlay Festival, Spain). Managed outsourcing for external projects, delivering high-end art for multiple studios.
Lead Character Artist at Activision Blizzard / Toys for Bob
October 1, 2015 - October 1, 2015
Led the character art team for Skylanders: Giants and Skylanders: Trap Team across PS4, Xbox, and Wii. Modeled, printed, and reviewed toy figures for 3D production—over 250 million toys sold worldwide. Managed the character and concept teams, ensuring consistent art direction and production standards. Supervised high-poly modeling, sculpting, and marketing renders using Maya and V-Ray.
Senior Character Artist at Telltale Games
June 1, 2011 - June 1, 2011
Produced main and secondary character models for Back to the Future episodic game series. Collaborated with rigging and engineering teams to finalize assets for engine integration. Reviewed outsourced art and ensured consistent visual quality across episodes.
Senior Character Artist at Electronic Arts
June 1, 2010 - June 1, 2010
Worked on The Sims 3 and Sims Animals Africa for PC and Wii. Modeled core character sets, facial blend shapes, and environment assets. Collaborated with design and software teams on tool testing and pipeline optimization.
Character Artist / Animator at Blur Studio
October 1, 2006 - October 1, 2006
Created character and environment art for high-profile cinematics, including Spider-Man 2, Warhammer, Fight Club, and Sphinx and the Cursed Mummy. Modeled, animated, and lit shots for Blur’s award-winning shorts such as Gopher Broke and Gentleman’s Duel. Contributed to CG for major film and game studios, including Disney, Activision, and 20th Century Fox. Worked closely with the directors, James Cameron and Tim Miller.
3D Character Artist / Animator (various studios) at Check Six Studio; 3D Me Studio; FDG Studio; Artnet Studio
January 1, 2002 - January 1, 2002
Full-time 3D character artist and animator at multiple studios (1999–2002).

Education

Bachelor’s Degree at Mimar Sinan University, Graphic Design Academy
January 1, 1996 - January 1, 2000
8-Year Program in Illustration and Visual Arts at Carsaf Cartoon School
January 11, 2030 - November 12, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

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