I’m a 3D artist with 10+ years of experience creating characters and props for games, starting as a self-taught freelance artist. I’ve contributed to True Colors at Deck Nine Games and led character production on multiple titles, while refining art styles and asset pipelines.
I enjoy collaborating across art direction, animation, and tech art teams to deliver expressive characters and optimized assets for mobile and premium experiences. I’m comfortable leading workflows, prototyping new tools, and working as a freelancer to deliver high-quality results on tight schedules.
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Some select assets I worked on as an outsource artist for Crime Boss: Rockay City back in 2021. Built for Unreal, rendered in Marmoset Toolbag 5.
I was lucky enough to serve as Lead Character Artist for LIS:True Colors at D9. All of these characters were given much love and attention by the entire team, and their performers brought them to life to create a compelling supporting cast of memorable characters. While I had a hand in and oversaw much of their development, as a small team production they were only possible with the help of skilled outsource artists. Many thanks to them and the entire team at Deck Nine. True Colors was a journey, and I’m glad I was a part of it.
Served as a character artist for Life is Strange: Before the Storm. For Rachel, Chloe, and Nathan I built their costumes and many outfits. Also worked on a plethora of NPCs and other side characters not shown here. Greatly enjoyed the figurines, baby, and raven. The latter 2 were great learning experiences. Enjoyed working with my team at Deck Nine Games (formerly Idol Minds) on Before the Storm. It was my first studio shipped game, and it was a stellar learning experience. Many thanks to Steven Ekholm (Lead Character Artist), James Kennedy (Senior Character Artist), Katie Stone (Tech Artist), and Andy Weatherl (Art Director).
Her town destroyed, family taken, arm severed - she is reborn as death itself. There is no stopping her before her vengeance is due. She is “La Muerte”.
Here’s a personal character I’ve been working on for a bit - a culmination of style ideas I’ve had for the past few years, an evolution on the sword girl approach. Started with a loose sketch, and refined her design fairly dramatically throughout production. Influenced by grindhouse, classic westerns, Star Wars, Arkane, and traditional Mexican culture.
My first UDIM project; split her into 11 x 2K~ sets - game ready preview is all baked down to 1 x 4K set for convenience. UDIM is extremely flexible for baking down whatever tilesets are needed, and moving forward will be my ideal workflow. And at 2K, production performance is excellent.
I used Maya, Zbrush, Painter, Krita and Toolbag 5 to sculpt, model/retopo, UV, texture and render her for this project.
A few head studies I’ve had in my backlog - the grizzled dude is from an ongoing personal character project. High poly clay renders in Toolbag 5, greyscale detail shots in Zbrush. Sculpted in Zbrush from various photo reference, skin details sculpted by hand and with XYZ maps.
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