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.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Language
Romanian, Moldavian, Moldovan
Fluent
English
Intermediate
Work Experience
Freelance 3D Character Artist at Self-Employed
December 1, 2016 - PresentRemote, 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, 2016AAA 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, 2007Generalist 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, 1999Interior Architecture (Industrial/Product Design) at ‘Ion Mincu’ University of Architecture and Urban Planning Bucharest
January 1, 2001 - December 31, 2007Qualifications
Industry Experience
Media & Entertainment, Gaming, Computers & Electronics
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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