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Benjamin Davis

Available to hire

I’m Benjamin Davis, a Principal/Lead Character Artist with more than 20 years of experience creating next-gen real-time characters for games.

About

I’m Benjamin Davis, a Principal/Lead Character Artist with more than 20 years of experience creating next-gen real-time characters for games. My focus is 3D modeling (highpoly/lowpoly), advanced surfacing and texturing, and building strong character visual quality—from heads and hair to clothing, scars, and bionic components—while ensuring everything performs correctly in-engine.

I also enjoy the leadership side of character art: mentoring teams, shaping art direction, and developing efficient production and documentation pipelines. Across studios and multiple shipped titles, I’ve supported character customization systems and worked closely with concept artists, animators, technical art, engineering, and clients to translate creative vision into consistent, high-quality results.

  • 21 years' experience
  • Joined November 2026

Industry experience

  • Gaming
  • Media & Entertainment

More experts in Adelaide, Australia

Work experience· 15 roles

Principal Character Artist · Splash DamageMay 2024 – Present · 2 yrs 7 mos

Principal Character Artist on the multiplayer online survival game SCUM. Producing high-quality character assets across modeling and surfacing/texturing workflows while collaborating with teams to ensure consistent integration into the game.

Principal Character Artist · Gunzilla GamesNov 2023 – Apr 2024 · 6 mos

Worked on character customization by sculpting and texturing realistic heads, creating scars and bionic implants for head customization, and aligning texture/material workflows with the tinting system for skin and hair assets.

Senior 3D Character Artist · Netease Interactive EntertainmentOct 2022 – Oct 2023 · 1 yr 1 mo

Conducted R&D to improve character asset quality using hand-sculpted heads combined with head scans, blendshape integration, and advanced real-time hair creation techniques (including XGen incorporated into Metahuman Creator as Groom assets for Unreal Engine 5). Integrated photoreal characters into Metahuman in Unreal 5, tested deformation and blendshapes, set quality benchmarks, and produced heads, hair, and clothing (highpoly/lowpoly/finished materials) to tech specifications.

Associate Art Director · Sparx - Virtuos VietnamNov 2021 – Sep 2022 · 11 mos
Principal Character Artist · Cloud Imperium GamesNov 2021 – Sep 2022 · 11 mos
Lead Character Artist · Splash DamageJan 2017 – Jul 2020 · 3 yrs 7 mos
Principal Character Artist · Elastic GamesJan 2016 – Dec 2016 · 1 yr
Principal Character Artist · Splash DamageDec 2015 – Dec 2016 · 1 yr 1 mo

Education

Cert IV in 3D computer Animation for Games and Film · Academy of Interactive Entertainment2003

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