I’m a 3D Character Artist with many years of experience creating characters and props that look great and move correctly. I combine a foundation in fine arts and industrial/product design with production-focused technical skills, so the final assets meet both aesthetic targets and engine-ready requirements. I take ownership of the challenging parts of character production—rigging/skin, hair and cloth simulation—so deliverables are truly game-ready. I continuously improve my workflow (including AI-assisted pipeline experimentation) to reduce iteration and checking time while keeping stable, collaborative quality for clients and teams.

Ionut Calaretu

I’m a 3D Character Artist with many years of experience creating characters and props that look great and move correctly. I combine a foundation in fine arts and industrial/product design with production-focused technical skills, so the final assets meet both aesthetic targets and engine-ready requirements. I take ownership of the challenging parts of character production—rigging/skin, hair and cloth simulation—so deliverables are truly game-ready. I continuously improve my workflow (including AI-assisted pipeline experimentation) to reduce iteration and checking time while keeping stable, collaborative quality for clients and teams.

Available to hire

I’m a 3D Character Artist with many years of experience creating characters and props that look great and move correctly. I combine a foundation in fine arts and industrial/product design with production-focused technical skills, so the final assets meet both aesthetic targets and engine-ready requirements.

I take ownership of the challenging parts of character production—rigging/skin, hair and cloth simulation—so deliverables are truly game-ready. I continuously improve my workflow (including AI-assisted pipeline experimentation) to reduce iteration and checking time while keeping stable, collaborative quality for clients and teams.

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Language

Romanian, Moldavian, Moldovan
Fluent
English
Intermediate

Work Experience

Freelance 3D Character Artist at Self-Employed
December 1, 2016 - Present
Remote, one-person 3D department delivering stylized and realistic characters and props for high-profile clients, including Dontnod, Ubisoft, Keos Masons, AMC, Airship Interactive, and Patriot Division. Also contributed to a 3D animated movie and TV commercials. Owns difficult end-to-end character setup tasks beyond sculpting, including rigging and skinning, hair and cloth simulation, to ensure assets are truly game-ready and performant. Continuously upskills and iterates on pipelines, integrating AI-assisted tools to optimize workflow and reduce checking/iteration time by up to 50%. Provides production-ready assets with collaborative stability through the full delivery cycle.
3D Character Artist at AMC Studio / Pixel Factory
December 1, 2007 - December 1, 2016
AAA character production role in Bucharest for multiple international projects, contributing to 200+ character assets in collaboration with studios including CD Projekt Red, Trion, Disney, Capcom, Starbreeze, Pandemic, Propaganda Games, and 2K/Hangar 13. Directly contributed to The Witcher 3: Wild Hunt character art team, meeting strict performance and fidelity standards. Specialized in the character production pipeline: high-poly organic sculpting, retopology, and texture baking (PBR workflow) supporting both stylized and realistic directions. Worked within production constraints to ensure consistent quality and engine-ready deliverables.
2D/3D Artist (Generalist) at Freelance
January 1, 2005 - December 31, 2007
Generalist 2D/3D services for small architecture studios and TV production houses, including product and environment modeling, texturing and rendering, fluid simulations, and basic animations. Helped build end-to-end visual asset pipelines and implementation. Provided diverse 2D services such as CAD plans, storyboards, and paintings for TV commercials, along with basic After Effects (AE) animations. Supported a small 2D animation studio transitioning into 3D workflows.

Education

High School of Fine Arts at High School of Fine Arts ("Ion Mincu")
January 1, 1995 - December 31, 1999
Interior Architecture (Industrial/Product Design) at ‘Ion Mincu’ University of Architecture and Urban Planning Bucharest
January 1, 2001 - December 31, 2007

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Computers & Electronics