I’m Jeferson Sánchez, a game artist and generalist 3D artist focused on lighting, rendering, and producing high-quality assets for real-time engines and content pipelines. I enjoy creating clean high-poly, retopology, low-poly, and well-baked textures, then bringing models to life with rigging and animation for AR, VR, and mobile projects. Over the years I’ve contributed to teams across the UK, the US, and Colombia—working on Steam assets and key art, supporting concept and character design, and even helping review assets and build new pipelines. Beyond games, I also keep a strong traditional art practice in oil painting and charcoal drawing, and I’m always excited to explore new side projects like mobile low-poly content, clothing/props asset work, and printable toy/prop design.…

Jeferson Sánchez

I’m Jeferson Sánchez, a game artist and generalist 3D artist focused on lighting, rendering, and producing high-quality assets for real-time engines and content pipelines. I enjoy creating clean high-poly, retopology, low-poly, and well-baked textures, then bringing models to life with rigging and animation for AR, VR, and mobile projects. Over the years I’ve contributed to teams across the UK, the US, and Colombia—working on Steam assets and key art, supporting concept and character design, and even helping review assets and build new pipelines. Beyond games, I also keep a strong traditional art practice in oil painting and charcoal drawing, and I’m always excited to explore new side projects like mobile low-poly content, clothing/props asset work, and printable toy/prop design.…

Available to hire

I’m Jeferson Sánchez, a game artist and generalist 3D artist focused on lighting, rendering, and producing high-quality assets for real-time engines and content pipelines. I enjoy creating clean high-poly, retopology, low-poly, and well-baked textures, then bringing models to life with rigging and animation for AR, VR, and mobile projects.

Over the years I’ve contributed to teams across the UK, the US, and Colombia—working on Steam assets and key art, supporting concept and character design, and even helping review assets and build new pipelines. Beyond games, I also keep a strong traditional art practice in oil painting and charcoal drawing, and I’m always excited to explore new side projects like mobile low-poly content, clothing/props asset work, and printable toy/prop design.

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Language

English
Advanced
Spanish; Castilian
Fluent

Work Experience

Game artist at Sweetrush
August 30, 2021 - September 30, 2026
Lighting and rendering for 360 videos; concept art and character design; high-poly modeling, retopology, and low-poly modeling; clean baking and texturing; animating and rigging assets for Unity and PlayCanvas. Reviewed assets and created new pipelines
Game Artist at Madowl Games
August 1, 2021 - September 1, 2023
Created production art for games, contributing to lighting and rendering, concept art and character design, and asset modeling workflows. Worked with clean baking and texturing, plus animating and rigging assets for Unity.
game artist at Madowl Games
October 1, 2018 - September 30, 2023
Lighting and rendering for Steam assets and key art; concept art and character design; high-poly modeling, retopology, and low-poly modeling; clean baking and texturing; animating and rigging assets for Unity
Game artist at Brash 3D
February 5, 2013 - June 1, 2018
Lighting and rendering; high-poly modeling, retopology, and low-poly modeling; clean baking and texturing; animating and rigging assets for AR, VR, and mobile in UDK, Unity, and video pipelines
Game Artist (Generalist 3D) at Brash 3D
February 1, 2013 - May 31, 2018
Created and optimized 3D assets with a focus on lighting and rendering. Worked on high-poly modeling, retopology, low-poly modeling, and clean baking/texturing. Supported animation and rigging for AR/VR/mobile workflows using Unreal/Unity and video pipelines, including Steam assets and key art production.
Generalist 3D at Brash 3D
February 1, 2013 - May 1, 2018
Generalist 3D work including 3D modeling, lighting and rendering, and asset production. Also supported AR/VR/mobile/video pipelines with modeling, baking/texturing, and rigging/animation contributions.
Game Artist at Sweetrush
January 1, 2013 - September 1, 2026
Worked on lighting and rendering for 360 video content, alongside concept/character design. Produced high-poly, retopology, and low-poly modeling, and delivered clean baking and texturing. Also supported animation/rigging for Unity and PlayCanvas pipelines.

Education

Bachelor Fine arts at Escuela de Artes fábula
January 31, 2013 - September 30, 2026
• Advanced: Oil Painting, Charcoal Drawing, Figure Drawing • Core Competencies: Color Theory, Spatial Perspective, Composition
Fine arts Bachelor at Escuela de Artes fábula
January 1, 2012 - January 1, 2016
Fine arts Bachelor at Escuela de Artes fábula
January 1, 2012 - December 31, 2016

Qualifications

proeficiency
September 30, 2026 - September 30, 2026
Adobe Photoshop, Adobe Illustrator, ZBrush, Blender, Substance painter, Substances designer, Marvellous designer, Plasticity, Unity, Unreal, PlayCanvas, Godot, Shader creation.

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics
    QB planets
    https://www.twine.net/signin 2D Concept: Pre-Visualization: Designed 2D concept art for environment props, characters, and level elements to establish visual styles prior to 3D production. Retopology & Hand-Painted Texturing: Conducted retopology, efficient UV unwrapping, and authored stylized, hand-painted textures to deliver optimized, visually distinct game assets. Rigging: Character Animation: Built character rigs and authored foundational keyframe animations for seamless engine integration. Engine Integration: Prepared, optimized, and imported complete 3D resources into game engines to support real-time performance.…
    The directorate
    https://www.twine.net/signin 2D Concept: Pre-Visualization: Designed 2D concept art for environment props, characters, and level elements to establish visual styles prior to 3D production. Retopology & Hand-Painted Texturing: Conducted retopology, efficient UV unwrapping, and authored stylized, hand-painted textures to deliver optimized, visually distinct game assets. Rigging: Character Animation: Built character rigs and authored foundational keyframe animations for seamless engine integration. Engine Integration: Prepared, optimized, and imported complete 3D resources into game engines to support real-time performance.…