Senior 3D Character Artist with 18+ years of experience creating production-ready characters, creatures, clothing, and real-time assets for games and interactive platforms. Experienced across the full character pipeline—from high-poly sculpting and retopology to PBR texturing, optimization, and rigging/animation integration. I collaborate with international clients end-to-end, delivering Unreal Engine-ready assets and modular customization workflows for scalable real-time production. Passionate about game development and focused on technical quality, performance (LODs/materials), and reliable in-engine implementation.

Ranjit Singh Rana

Senior 3D Character Artist with 18+ years of experience creating production-ready characters, creatures, clothing, and real-time assets for games and interactive platforms. Experienced across the full character pipeline—from high-poly sculpting and retopology to PBR texturing, optimization, and rigging/animation integration. I collaborate with international clients end-to-end, delivering Unreal Engine-ready assets and modular customization workflows for scalable real-time production. Passionate about game development and focused on technical quality, performance (LODs/materials), and reliable in-engine implementation.

Available to hire

Senior 3D Character Artist with 18+ years of experience creating production-ready characters, creatures, clothing, and real-time assets for games and interactive platforms. Experienced across the full character pipeline—from high-poly sculpting and retopology to PBR texturing, optimization, and rigging/animation integration.

I collaborate with international clients end-to-end, delivering Unreal Engine-ready assets and modular customization workflows for scalable real-time production. Passionate about game development and focused on technical quality, performance (LODs/materials), and reliable in-engine implementation.

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Work Experience

Senior Freelance Character Artist at Self-Employed
January 1, 2013 - Present
Specializing in character art and asset creation for global clients in gaming, animation, and AR/VR. Delivered thousands of optimized 3D assets (characters, environments, props) for web and real-time engine use for long-term clients such as 3dEventDesigner and spacedesigner3d.com. Collaborated as a key artist for nearly a decade with Hong Kong-based company Frenzoo, contributing to their character and asset pipeline. Managed end-to-end project lifecycles from concept to in-engine implementation, ensuring production-ready, high-fidelity characters, clothing, hair, and textures with correct materials and LODs. Built Blueprint-driven modular character customization systems in Unreal Engine to support scalable real-time workflows.
Technical Head at DQ School of Visual Arts / Magnum Opus
January 1, 2011 - January 1, 2013
Oversaw technical quality for the Digital Animation program in partnership with Centennial College (Toronto). Mentored and trained students in professional 3D pipelines to help them develop industry-standard demo reels for employment.
3D Artist / Modeler at Various Studios
January 1, 2007 - January 1, 2011
Worked in-house roles at Dataquest Entertainment Ltd., Pushkal Animation Studio, and Picasso Digital Media Pvt. Ltd. Contributed to animation and gaming projects with a focus on character and prop modeling.

Education

Digital Animation (Certification program) at Picasso Centennial College, Toronto, Canada
January 1, 2006 - January 1, 2006
Advance diploma in Multimedia at Arena Multimedia
January 1, 2003 - January 1, 2003
at Rohilkhand University, Bareilly
January 1, 2000 - January 1, 2000

Qualifications

Digital Animation (Certification program)
January 1, 2006 - August 26, 2026
Advance diploma in Multimedia
January 1, 2003 - August 26, 2026

Industry Experience

Gaming, Media & Entertainment, Education, Professional Services
    3D Garment & Sportswear Assets – Marvelous Designer / CLO3D Workflow

    Production-ready 3D garments and apparel assets created using a Marvelous Designer / CLO3D workflow. These clothing pieces include sportswear, suits, hoodies, and casual outfits designed for real-time applications such as games, configurators, and WebGL platforms. Garments were simulated in Marvelous Designer and optimized in Blender/Maya to produce clean topology suitable for animation and real-time rendering, with PBR textures for Unity and Unreal pipelines.
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    Environment & Asset Studies

    A selection of environment and 3D asset studies focused on modeling, materials, composition, and production-ready asset creation. The work demonstrates my ability to create optimized assets suitable for real-time applications and commercial visualization.
    <https://www.twine.net/signin