I’m Ryan Bailey, a Professor of Video Game Art and 3D Animation based in Toronto. I teach organic and inorganic low-poly and game-ready modeling while also bringing real production experience from over 10 AAA titles, including character modeling work for Ubisoft and EA Sports productions. My focus is helping students build efficient asset pipelines, produce optimized work for real-time environments, and develop strong portfolios with industry-standard tools. I’m passionate about hands-on, inclusive learning environments and clear mentorship—whether I’m leading curriculum at colleges across the GTA or collaborating as a senior character/environment artist. My background spans 3D production pipelines, PBR texturing workflows, optimization, and team tooling (including Jira/Perforce and asset-management improvements). I’m also a ZBrush Certified Instructor, and I enjoy supporting artists and students in turning creative ideas into production-ready assets.

Ryan Bailey

I’m Ryan Bailey, a Professor of Video Game Art and 3D Animation based in Toronto. I teach organic and inorganic low-poly and game-ready modeling while also bringing real production experience from over 10 AAA titles, including character modeling work for Ubisoft and EA Sports productions. My focus is helping students build efficient asset pipelines, produce optimized work for real-time environments, and develop strong portfolios with industry-standard tools. I’m passionate about hands-on, inclusive learning environments and clear mentorship—whether I’m leading curriculum at colleges across the GTA or collaborating as a senior character/environment artist. My background spans 3D production pipelines, PBR texturing workflows, optimization, and team tooling (including Jira/Perforce and asset-management improvements). I’m also a ZBrush Certified Instructor, and I enjoy supporting artists and students in turning creative ideas into production-ready assets.

Available to hire

I’m Ryan Bailey, a Professor of Video Game Art and 3D Animation based in Toronto. I teach organic and inorganic low-poly and game-ready modeling while also bringing real production experience from over 10 AAA titles, including character modeling work for Ubisoft and EA Sports productions. My focus is helping students build efficient asset pipelines, produce optimized work for real-time environments, and develop strong portfolios with industry-standard tools.

I’m passionate about hands-on, inclusive learning environments and clear mentorship—whether I’m leading curriculum at colleges across the GTA or collaborating as a senior character/environment artist. My background spans 3D production pipelines, PBR texturing workflows, optimization, and team tooling (including Jira/Perforce and asset-management improvements). I’m also a ZBrush Certified Instructor, and I enjoy supporting artists and students in turning creative ideas into production-ready assets.

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Language

English
Advanced

Work Experience

Game Art Professor at VCAD – Visual College of Art and Design
October 1, 2024 - Present
Teach organic and inorganic modeling and portfolio development classes focused on game-ready assets, using ZBrush, Substance Painter, Photoshop, 3ds Max, Marmoset, and Marvelous Designer.
Game Art Professor at Fanshawe College
January 1, 2022 - December 1, 2023
Teach organic/inorganic modeling and portfolio classes using Maya, ZBrush, and Substance Painter.
Senior Character Artist at Snowball Studios
June 1, 2021 - November 1, 2021
Modeled and sculpted characters for the Magic: The Gathering Netflix series and mentored junior artists in ZBrush and Maya.
Game Art Professor at Durham College
January 1, 2020 - December 1, 2023
Teach organic and inorganic modeling with exposure to Unreal Engine workflows using Maya, Unreal, ZBrush, and Substance Painter.
Game Art Professor at Toronto Film School
January 1, 2020 - Present
Deliver organic and inorganic modeling curriculum emphasizing 3D production for games, supported by ZBrush, Substance Painter, Photoshop, 3ds Max, Marmoset, and Marvelous Designer.
Professor at George Brown College (Interactive Media and Design)
January 1, 2019 - Present
Teach intro to 3D modeling classes, supporting students with ZBrush, Substance Painter, Photoshop, and Maya workflows for early portfolio development.
Interactive Media and Design Professor at George Brown College
January 1, 2019 - Present
Teach intro 3D modeling with ZBrush and game-ready asset workflows using ZBrush, Substance Painter, Photoshop, and Maya.
Game Art and Animation Professor at Seneca College
June 1, 2017 - Present
Teach organic and inorganic modeling with a focus on industry pipelines and optimization, using ZBrush, 3ds Max, Substance Painter, Photoshop, Maya, Marmoset, and Marvelous Designer.
Model Artist / Character Modeler at Ubisoft Toronto
July 1, 2012 - June 1, 2016
Created reusable assets, model kits, and gameplay set pieces to streamline production (improving asset creation efficiency by ~15%). Served as the sole character modeler for multiplayer co-op and owned dozens of consistent, budget-conscious assets. Co-created an asset management tool reducing modeling time by ~30%.
Environment Modeler / Level Artist / Character Artist at Tecmo-Koei Canada
September 1, 2009 - October 1, 2011
Modeled structures, landscapes, characters, and weapons for DLC using an in-house editor and SpeedTree.
ZBrush Instructor at Art Institute of Vancouver
January 1, 2009 - September 1, 2009
Taught brush-based modeling and texturing, including ZBrush integration in animation/game production pipelines.
Senior Artist / Lead Character Modeler & ZBrush Instructor at Rainmaker Entertainment Inc.
July 1, 2006 - May 1, 2008
Led modeling for high-priority characters and sets (including Grand Theft Auto 4, Ghostbusters video game, and Max Steel) and mentored teams through instruction and classes/tutorials.
Associate Finalizing Character Modeler / Lead ZBrush Artist at Electronic Arts (Burnaby)
February 1, 2005 - June 1, 2006
Led high-resolution digital sculpts for sports titles with high likeness accuracy. Worked on FIFA, NBA, and the March Madness series as a lead artist for sculpting and finalization workflows.
Associate Finalizing Character Modeler / Lead ZBrush Artist at Electronic Arts Burnaby
February 1, 2005 - June 1, 2006
Led high-resolution digital sculpts for sports titles with high likeness accuracy, supporting FIFA and the NBA/March Madness series.
Freelance Artist at Bailey Digital
April 1, 2000 - Present
Design, model, sculpt, and texture video game assets across genres with an emphasis on efficient production-ready 3D for real-time use, including digital sculpting and 3D printing for toys/statues.

Education

Master of Arts in 3D Animation at Institute of Art, Design and Technology (IADT)
January 1, 2023 - January 1, 2024
Certificate in Project Management – Agile & Scrum at Skillsoft
January 1, 2016 - January 1, 2016
Certified ZBrush Instructor at ZbrushWorkshops.com/Uartsy.com
January 1, 2013 - January 1, 2013
Diploma in 3D Animation and Visual Effects at Vancouver Film School
January 1, 2003 - January 1, 2004
Diploma in Fine Arts at University of the Fraser Valley
January 1, 1997 - January 1, 2000
Master of Arts in 3D Animation at Institute of Art, Design and Technology (IADT)
January 1, 2023 - January 1, 2024
Certificate in Project Management (Agile & Scrum) at Skillsoft
January 1, 2016 - January 1, 2016
Certified ZBrush Instructor at ZbrushWorkshops.com/Uartsy.com
January 1, 2013 - January 1, 2013
Diploma in 3D Animation and Visual Effects at Vancouver Film School
January 1, 2003 - January 1, 2004
Diploma in Fine Arts at University of the Fraser Valley
January 1, 1997 - January 1, 2000

Qualifications

Certified ZBrush Instructor
January 1, 2013 - September 2, 2026
Certificate in Project Management – Agile & Scrum
January 1, 2016 - September 2, 2026

Industry Experience

Education, Gaming, Media & Entertainment, Professional Services