Hi there, I’m Jeff Goldfarb, a freelance 3D designer and look development artist with an extensive background in major film marketing campaigns and real-time assets for AAA games. I specialize in look development, modeling, texturing, lighting, and animation, delivering high-quality visuals that support titles, trailers, and campaigns. I thrive in collaborative environments and enjoy shaping the creative direction of assets from concept through final polish. Over the years I’ve collaborated with Buck, Deva Studios, Arsonal Studios, Jam City, and BLT Communications on projects for Marvel, Lucasfilm, Paramount, Universal, Disney, and more. I’m comfortable across pipelines and engines, proficient in Maya, Unreal Engine, ZBrush, Substance Painter, and a broad suite of modern tools to create immersive worlds and assets for film, TV, and games.

Jeff Goldfarb

Hi there, I’m Jeff Goldfarb, a freelance 3D designer and look development artist with an extensive background in major film marketing campaigns and real-time assets for AAA games. I specialize in look development, modeling, texturing, lighting, and animation, delivering high-quality visuals that support titles, trailers, and campaigns. I thrive in collaborative environments and enjoy shaping the creative direction of assets from concept through final polish. Over the years I’ve collaborated with Buck, Deva Studios, Arsonal Studios, Jam City, and BLT Communications on projects for Marvel, Lucasfilm, Paramount, Universal, Disney, and more. I’m comfortable across pipelines and engines, proficient in Maya, Unreal Engine, ZBrush, Substance Painter, and a broad suite of modern tools to create immersive worlds and assets for film, TV, and games.

Available to hire

Hi there, I’m Jeff Goldfarb, a freelance 3D designer and look development artist with an extensive background in major film marketing campaigns and real-time assets for AAA games. I specialize in look development, modeling, texturing, lighting, and animation, delivering high-quality visuals that support titles, trailers, and campaigns. I thrive in collaborative environments and enjoy shaping the creative direction of assets from concept through final polish.

Over the years I’ve collaborated with Buck, Deva Studios, Arsonal Studios, Jam City, and BLT Communications on projects for Marvel, Lucasfilm, Paramount, Universal, Disney, and more. I’m comfortable across pipelines and engines, proficient in Maya, Unreal Engine, ZBrush, Substance Painter, and a broad suite of modern tools to create immersive worlds and assets for film, TV, and games.

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Work Experience

Senior 3D Marketing Artist / Look Development at Buck, Deva Studios & Arsonal Studios
January 1, 2023 - October 28, 2025
Lead look development and asset production for major film, television and studio campaigns. Responsibilities included modeling, texturing, lighting and animation for brand logo animations and product animations. Contributed look development for Spy Kids: Armageddon, Wynn Las Vegas, Carry On, Rings of Power, America’s Most Wanted and Samsung.
Senior 3D Marketing Artist at Jam City
August 1, 2022 - August 1, 2022
Concept design and 3D asset creation for marketing animations and digital ad campaigns. Modeling, texturing, rigging and lighting for environments, characters, props and titles/logos. Art directed 3D assets produced by external developers across multiple projects.
3D Artist and Designer at BLT Communications
July 1, 2020 - July 1, 2020
Design and creation of major film, television and gaming marketing campaigns. Modeling, texturing, lighting and animation for environments, characters, props, titles and logos. Produced work for Marvel, Lucasfilm, Paramount, Universal and Disney; created finals for Iron Man 3, Avengers: Age of Ultron, Captain Marvel, Guardians of the Galaxy, Teenage Mutant Ninja Turtles, Captain America: The Winter Soldier, Red, The Hobbit: An Unexpected Journey and Transformers: The Last Knight.
Environment Artist at Electronic Arts
November 1, 2012 - November 1, 2012
Environment artist on Medal of Honor: Warfighter including modeling, texturing, destruction setup, collision tagging and light occluder setup for BG assets using Maya and Frostbite 2.0.
3D Artist at Freelance
November 1, 2011 - November 1, 2011
3D asset creation, design and Photoshop work for film marketing campaigns.
Level Lead / Sr. Background Artist at THQ / Heavy Iron
April 1, 2009 - April 1, 2009
Disney's UP and WALL-E: modeling, texturing, lighting, FX animation, world building, level blockout and collision setup/tagging. Managed and art directed other artists to ensure assets met technical specs and ran at target frame rates.
Texture Artist at Activision/Treyarch
January 1, 2007 - January 1, 2007
Texture painting, UV mapping and modeling background assets for Spiderman 3.
Sr. Environment Artist at Electronic Arts
March 1, 2005 - March 1, 2005
Medal of Honor: Dogs of War - environment art, modeling/texturing and collision/tagging; GoldenEye Rogue Agent - level lead, world building, environment asset creation, final level integration, collision tagging and set dressing; Medal of Honor: Rising Sun - environment art, level blocking, asset creation, collision tagging and set dressing.
Art Director / 3D Background Artist at Walt Disney Interactive
February 1, 2002 - February 1, 2002
Disney Electronics — Art Director on interface design; Disney's CartoonMaker — 3D Background Artist; Disney's Magic Artist Deluxe — 3D Background Artist (interface design, modeling, texturing, lighting and animation).
3D Background Artist at Launch Media
October 1, 2000 - October 1, 2000
3D Background Artist modeling, texturing and lighting on a virtual city for a television show.
3D Background Artist at Walt Disney Interactive
December 1, 1999 - December 1, 1999
Disney's Villains Revenge - 3D background art, modeling, texturing, lighting, animation, FX animation and compositing for cinematic environments; 101 Dalmations - 3D background art.

Education

Bachelor of Arts in Imaging and Digital Arts at UMBC
January 11, 2030 - October 28, 2025
Unreal Connectors: Virtual Set Production using Unreal 5.2/5.3 at Studioarts Los Angeles
January 11, 2030 - October 28, 2025
Metahuman: Virtual Human Creation at Studioarts Los Angeles
January 11, 2030 - October 28, 2025
Stage Ops with ICVFX: Using Unreal Engine for Live Stage Operation at Studioarts Los Angeles
January 11, 2030 - October 28, 2025

Qualifications

Unreal Connectors Certificate: Virtual Set Production using Unreal 5.2/5.3
January 11, 2030 - October 28, 2025
Metahuman: Virtual Human Creation Certification
January 11, 2030 - October 28, 2025
Stage Ops with ICVFX (Unreal Engine) Certification
January 11, 2030 - October 28, 2025

Industry Experience

Media & Entertainment, Gaming, Software & Internet