Paige Plagenz
I’m a 3D artist with 4 years of game studio experience, where I’ve helped bring real-time characters and environments to life through strong concepting, construction, lighting, and optimization.
About
I’m a 3D artist with 4 years of game studio experience, where I’ve helped bring real-time characters and environments to life through strong concepting, construction, lighting, and optimization. I specialize in Unity workflows and production-ready asset creation—modeling, sculpting, retopology, UVs, texturing, rigging, and animation—while keeping performance and visual consistency at the center of every deliverable.
In my roles, I’ve shipped multiple titles and supported cross-discipline teams by building scalable 3D production pipelines, authoring surface detail and material properties, and creating expressive facial blendshapes for animation-ready characters. I’m comfortable managing schedules and day-to-day production tasks across departments, and I also support look development and environment dressing to ensure assets feel cohesive in-game. I enjoy working in tools like Unity, Maya, ZBrush, Substance 3D Painter, and across the modern real-time rendering stack.
- 4 years' experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
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Work experience
Modeled, textured, rigged, and integrated 25+ stylized characters and cosmetics into real-time engine while optimizing topology, UVs, and materials. Sculpted high-quality ZBrush assets balancing stylized form and anatomy, preserving original 2D concept vision. Built production-ready edge flow for animation deformers and created 100+ facial blendshapes for expressive performance. Authored 50+ hard/surface surface properties and large environment assets using texture baking, tileable materials, and efficient UV packing. Built the 3D production pipeline from scratch and directed artistic vision across 3D, animation, VFX, and lighting to maintain visual consistency. Managed daily tasks and production schedules across 4 departments, aligning multidisciplinary deliverables with milestones.
Delivered 3D renders, look development, and asset optimizations for enterprise clients including Keurig and Wayfair. Directed and provided feedback for a team of freelance 3D artists to support quality and timely production.
Partnered with indie game developers to deliver production-ready 3D models, textures, and UV maps aligned with project style guides.
Education
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