Jarien Skywall
I'm an experienced 3D modeling and texturing artist with a focus on characters and game art, and experience in leadership and tech art.
About
I’m an experienced 3D modeling and texturing artist with a focus on characters and game art, and experience in leadership and tech art. I know the full pipeline of sculpting, retopology and low-poly modeling, UV unwrapping, baking maps, texturing using a variety of techniques, and setting up assets and materials in engine. I can make art that’s photoreal, stylized PBR, painterly, or toony.
On the creative side, I understand how to create appealing silhouettes, clothing styles, faces, and hair, and how to use color and value to create areas of focus, to create art that serves art direction, gameplay, and narrative. On the technical side, I know how to create optimized assets that run well for real-time, mobile, AR, VR, or web-based platforms.
I’ve supervised and mentored dozens of artists. I’ve done work improving pipelines, creating documentation and internal tools, and setting and enforcing standards.
- 19 years' experience
- Joined November 2026
Skills· 13
Languages
- EnglishFluent
- FrenchBeginner
Industry experience
- Gaming
- Media & Entertainment
- Education
- Professional Services
- Software & Internet
- Healthcare
More experts in Des Moines, United States
- 3D Designers for hire in Des Moines, United States
- 3D Modelers for hire in Des Moines, United States
- 3D Visualizers for hire in Des Moines, United States
- Art Directors for hire in Des Moines, United States
- Character Designers for hire in Des Moines, United States
- Game Developers for hire in Des Moines, United States
Work experience· 10 roles
Created high-resolution sculpts of stylized characters (faces, clothing, hairstyles). Kitbashed and modified character parts, then completed retopology, UVs, baking, texturing, and final polished assets in Unity. Applied artistic judgment to keep assets aligned with briefs and gameplay/narrative/art direction, including clear silhouette reads and period-accurate costume construction. Owned technical execution such as clean deformation, appropriate polygon budgets, and efficient UVs. Supported environments when needed by creating reusable tiling textures and building houses/buildings. Title: Wylde Society. Platform: TBD
Streamlined the artist-to-engine 3D pipeline by gathering input from artists, leadership, and stakeholders, then overseeing internal tool creation for automation and engine testing. Refined, documented, and taught technical standards and workflows (materials/shaders, import/export settings, naming conventions). Defined scope for a Technical Artist role, supervised the Technical Artist, and acted as the art team’s problem-solver for technical issues. Optimized models and animation and contributed via scripting, shader development, VFX, modeling, and 3D animation. Titles: Visible Body and Visible Biology. Platforms: Web, PC, mobile, zSpace.
Created alien creatures and human characters and supported environment/prop art as needed. Worked with art direction, concept, and narrative teams to translate concepts into 3D while ensuring art supported the game vision through plausible anatomy and locomotion aligned with alien biomes. Title: Grim Tranquility. Platform: PC.
Education
Hire Jarien Skywall today
Post a job and invite Jarien, or contact them directly. No hidden commission.






