Experienced in AAA and live-service games with hands-on leadership across art direction, pipeline optimization, and character production. I’ve built and guided art teams to deliver production-ready characters with a strong emphasis on artistic fidelity and technical feasibility. I’m passionate about balancing creative execution with strategic planning, cultivating sustainable pipelines, and fostering cross-disciplinary collaboration. I thrive in collaborative environments, mentoring artists, coordinating with design and production, and driving projects from concept to launch. I enjoy empowering teams to push boundaries, work across multiple studios and countries, and create characters that resonate with players.

Yuki Takahashi

Experienced in AAA and live-service games with hands-on leadership across art direction, pipeline optimization, and character production. I’ve built and guided art teams to deliver production-ready characters with a strong emphasis on artistic fidelity and technical feasibility. I’m passionate about balancing creative execution with strategic planning, cultivating sustainable pipelines, and fostering cross-disciplinary collaboration. I thrive in collaborative environments, mentoring artists, coordinating with design and production, and driving projects from concept to launch. I enjoy empowering teams to push boundaries, work across multiple studios and countries, and create characters that resonate with players.

Available to hire

Experienced in AAA and live-service games with hands-on leadership across art direction, pipeline optimization, and character production. I’ve built and guided art teams to deliver production-ready characters with a strong emphasis on artistic fidelity and technical feasibility. I’m passionate about balancing creative execution with strategic planning, cultivating sustainable pipelines, and fostering cross-disciplinary collaboration.

I thrive in collaborative environments, mentoring artists, coordinating with design and production, and driving projects from concept to launch. I enjoy empowering teams to push boundaries, work across multiple studios and countries, and create characters that resonate with players.

See more

Work Experience

3D Artist / Generalist (Contract) at Saw Horses Productions
July 1, 2025 - Present
Create high-quality digital doubles of Hollywood actors for film promotional content using custom Meta Human workflows and Unreal Engine, working closely with the Art Director and Creative Director to ensure artistic and technical fidelity.
Lead Character Artist at Ubisoft
August 1, 2022 - September 12, 2025
Led a team of 6 artists on X Defiant, overseeing internal and external partners across multiple countries, and collaborated with the art director and production to deliver high-quality character assets on schedule while aligning with the project’s artistic vision. Adopted to shifting project directions over 2 years while delivering polished content for beta and launch, and created documentation to standardize character pipeline processes and expectations.
Character Artist at Ubisoft
February 1, 2025 - September 12, 2025
Art directed characters for X Defiant, ensuring high-quality execution across design, modeling, and implementation. Led main character development, oversaw MTX content, managed the character team, and established a sustainable pipeline for a live game.
Art Director at Ubisoft
February 1, 2025 - September 12, 2025
Art directed characters for X Defiant, ensuring high-quality execution across design, modeling, and implementation. Led MTX content, managed the character team, and established a sustainable pipeline for a live game. Worked closely with concept, tech and character teams to maintain art quality and player appeal. Directed MTX content from skins to battle pass key art, reviewing composition, quality control, and FX integration to align with the game's artistic goals.
3D Art Manager / Lead Artist (Contract) at Monterey Bay Aquarium / Stambol Studios / Crico
December 1, 2021 - September 12, 2025
Assembled and led full-service art teams tailored to each client’s needs, overseeing 3D artists, animators, and tech artists from project kickoff to completion. Provided hands-on support in art direction, 3D asset creation, and client coordination. Led digital exhibit development for Monte Rey Bay Aquarium, including The Tide Pool Experience and The Deep Sea Adventure, ensuring high-quality 3D sea creature assets and cohesive art direction. Directed art production for Moonlight Magic, a VR experience designed to create a positive vaccination environment for children, overseeing character concept design and team management.
Senior Character Artist at 2K
August 1, 2019 - September 12, 2025
Create high-quality character models using Maya, ZBrush, and Substance Painter. Managed outsourcing partners, ensuring consistent quality and efficient workflows for the WWE 2K franchise. Led character pipeline improvements by collaborating with the tech art team on R&D during pre-production. Acted as a bridge between internal teams and external partners to maintain visual fidelity and tech feasibility.
Character Artist at Zynga
October 1, 2015 - September 12, 2025
Developed main characters and props for CityVille reboots; established in-game character lighting workflow in Unity; created stylized assets including farm animals, human characters, and outfits for FarmVille 2; managed outsourcing partners in China and India; trained teams to align with project needs.
Senior Character Artist at 2K
January 1, 2012 - September 12, 2025
Create high-quality character models using Maya, ZBrush, and Substance Painter; manage outsourcing partners; lead pipeline improvements; contribute to refining the character pipeline by standardizing workflows for modeling, texturing and rigging.
Character Artist at Electronic Arts (EA)
January 1, 2012 - September 12, 2025
Create 3D character assets for multiple titles, including FIFA; serve as assistant producer on Def Jam; translation and interpretation tasks; introduce updated pipeline; provide bug database training; gain hands-on experience in project management and development.
3D Artist / Generalist (Contract) at Saw Horse Productions
July 2, 2025 - Present
Created high-quality digital doubles of Hollywood actors for film-promotional content using custom MetaHuman workflows and Unreal Engine, working closely with the Art Director and Creative Director to ensure artistic and technical fidelity.
Character Artist at Ubisoft San Francisco
February 28, 2025 - September 12, 2025
Directed character artwork for X Defiant, a free-to-play FPS by Ubisoft San Francisco, ensuring high-quality execution across design, modeling, and implementation. Led main character development, oversaw MTX content, managed the character team, and established a sustainable pipeline for a live game. Worked closely with concept, tech and character teams to maintain artistic quality and player appeal. Ensured character designs fit within the Ubisoft universe while maintaining a distinct identity.
Lead Character Artist at Ubisoft San Francisco
August 31, 2022 - September 12, 2025
Led a team of 6 artists on X Defiant, overseeing internal and external partners across multiple countries, collaborating with the art director and production to deliver high-quality character assets on schedule while aligning with the project’s artistic vision. Adopted shifting project directions over 2 years while delivering polished content for beta and launch, and created documentation to standardize character pipeline processes and expectations.
3D Artist / Lead Character Artist (Contract) at Monterey Bay Aquarium / Sting Studio / Crico
December 31, 2021 - September 12, 2025
Assembled and led full-service art teams tailored to each client's needs, overseeing 3D artists, animators, and tech artists from project kickoff to completion. Provided hands-on support in art direction, 3D asset creation, and client coordination while managing production. Led digital exhibit development for Monterey Bay Aquarium, Tide Pool Experience and The Deep Sea Adventure, ensuring high-quality 3D sea creature assets and cohesive art direction. Directed Moonlight Magic VR experience to create a positive vaccination environment for children, overseeing character concept design and team management.
Senior Character Artist 2K at 2K (Various Projects)
August 31, 2019 - September 12, 2025
Created high-quality character models using Maya, ZBrush, and Substance Painter. Managed outsourcers; led workflow improvements; bridged internal and external teams to maintain fidelity and tech feasibility. Led character pipeline improvements by collaborating with the tech art team on R&D during pre-production, and acted as a liaison between internal teams and external partners.
Character Artist at Ubisoft
January 31, 2012 - September 12, 2025
Defined visual targets, character concepts, and prototypes in collaboration with the art director, tech AD, and producers. Played a key role in early game design and character development for multiple titles, including establishing asset pipelines and supervising outsourcing to align with project needs.
Character Artist at Ubisoft
October 31, 2015 - September 12, 2025
Created character models for NBA 2K titles, specializing in high-profile player likenesses; worked closely with art and engineering teams to optimize assets for real-time performance; led outsourcing coordination and contributed to refining the character pipeline including modeling, texturing, and rigging.
Character Artist at Electronic Arts (EA)
January 31, 2012 - September 12, 2025
Created 3D character assets for FIFA, FIFA Street, NBA Live, NHL, Fight Night, and Def Jam; aimed at high-quality likenesses and lifelike proportions; served as an assistant producer on Def Jam, coordinating with international teams and contributing to pipeline updates, translation tasks, and training related to asset workflows.
3D Artist / Generalist (Contract) at Saw Horse Productions
July 1, 2025 - Present
Create high-quality digital doubles of Hollywood actors for film promotional content using custom MetaHuman workflows and Unreal Engine. Collaborate closely with the Art Director and Creative Director to ensure artistic and technical fidelity across assets and scenes in production pipelines.
Character Artist at Ubisoft
February 2, 2025 - September 12, 2025
Character Art Director for X Defiant (Ubisoft San Francisco), ensuring high-quality execution across design, modeling, and implementation. Led character team coordination with internal and external partners across multiple countries, aligning with art direction and production goals.
Lead Character Artist at Ubisoft
August 2, 2022 - September 12, 2025
Led a team of 6 artists, overseeing internal and external partners across multiple countries, collaborating with the Art Director and Production to deliver high-quality character assets on schedule. Directed pipeline improvements and maintained fidelity to the project’s artistic vision.
Character Artist at Ubisoft
February 2, 2025 - September 12, 2025
Drove character asset creation across titles, managing relationships with external studios and internal teams to maintain visual fidelity and technical feasibility. Adapted to shifting project directions while delivering polished assets for beta and launch.
Senior Character Artist at 2K
August 1, 2019 - September 12, 2025
Created high-quality character models using Maya, ZBrush, and Substance Painter. Managed outsourcing partners, led pipeline improvements, and bridged internal teams with external partners to ensure timely delivery and technical fidelity.
Character Artist at Zynga
October 1, 2015 - September 12, 2025
Developed main character assets for Zynga titles, oversaw outsourcing, and contributed to refining character pipelines to support production across multiple titles.
Character Artist at Electronic Arts
January 1, 2012 - September 12, 2025
Created 3D character assets for multiple titles, collaborating with design and engineering teams to ensure asset quality and integration within gameplay pipelines.
Lead Character Artist at Ubisoft
January 1, 2012 - September 12, 2025
Lead character artist early in tenure, coordinating across teams and partners to deliver high-quality character assets and maintain consistency with the studio’s visual direction.

Education

BFA in Fine Arts at Wako University
April 1, 1992 - March 1, 1996
BFA in Fine Arts at Wako University
April 1, 1992 - March 1, 1996
Bachelor of Fine Arts at Wako University
April 1, 1992 - March 1, 1996

Qualifications

Fine Art Teacher Certification (Junior/High School)
January 11, 2030 - March 1, 1996
Fine Art Teacher Certification (Junior/High School)
March 1, 1996 - September 12, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet