I am a 3D Generalist and Technical Artist with a background in architecture and a passion for turning concepts into living, believable worlds. I specialize in end-to-end asset pipelines for VR, AR, and gaming, from concept art and character creation to lighting, shading, and final optimization. Currently based in Dublin, Ireland, I collaborate with cross-disciplinary teams to deliver visually rich assets within production constraints, always pushing for efficient pipelines and high-quality visuals.

Mario Sena

I am a 3D Generalist and Technical Artist with a background in architecture and a passion for turning concepts into living, believable worlds. I specialize in end-to-end asset pipelines for VR, AR, and gaming, from concept art and character creation to lighting, shading, and final optimization. Currently based in Dublin, Ireland, I collaborate with cross-disciplinary teams to deliver visually rich assets within production constraints, always pushing for efficient pipelines and high-quality visuals.

Available to hire

I am a 3D Generalist and Technical Artist with a background in architecture and a passion for turning concepts into living, believable worlds. I specialize in end-to-end asset pipelines for VR, AR, and gaming, from concept art and character creation to lighting, shading, and final optimization.

Currently based in Dublin, Ireland, I collaborate with cross-disciplinary teams to deliver visually rich assets within production constraints, always pushing for efficient pipelines and high-quality visuals.

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Language

English
Fluent
Portuguese
Fluent
Spanish; Castilian
Fluent

Work Experience

Concept Artist, 3D Generalist at Warducks
January 1, 2015 - January 1, 2021
Led art direction and lighting for the initial VR title Sneaky Bears; oversaw creation and implementation of all mid-resolution characters, environments, weapons, and the final boss.
3D Scanning & Modeling Specialist at Remote / Outsourcing Art Studio
January 1, 2022 - January 1, 2024
Led the 3D data acquisition and modeling pipeline for high-profile cultural and commercial clients; ensured precise data capture and real-world accuracy in final assets; managed full cycle from scan to final model; delivered high-quality photogrammetry and scanning assets for Trinity College, Guinness, and Project X for VFX integration.
3D Character Modeler (Modeler, UVs, Textures) at IMVIZAR3D
February 1, 2022 - September 1, 2024
Designed and modeled high-quality character assets and props; ensured visual style aligned with project art direction; built full character rigs and integrated into Unity.
Texture Artist (UVs, Textures) at Tinychef RUN (Unreleased Title)
March 1, 2024 - June 1, 2024
Primary texture artist; defined stylized visual language; hand-painted PBR textures for over 7 game models; UV mapping; texture baking using Substance Painter and Photoshop; ensured UV-space optimization for performance.
3D Generalist & Level Designer at Sneaky Bears (VR title project)
January 1, 2015 - January 1, 2021
Oversaw the creation and implementation of mid-resolution characters, environments, weapons, and the final boss for the initial VR title; led concept art for over 40 characters and contributed to environments and assets.
Lead Concept Artist at Unpublished mobile 4X/AR title
January 1, 2015 - January 1, 2021
Led concept art, creating captivating designs for over 40 characters for an unpublished mobile 4X/AR title.
Texture Artist at Project TinyChef RUN (Unreleased title)
March 1, 2024 - June 1, 2024
Served as primary texture artist responsible for stylized visuals and surface detail of assets; painted PBR textures using Substance Painter and Photoshop; ensured UVs and textures matched art direction.
3D Character Modeler at Eyes of Hellfire (Unreleased title)
October 1, 2024 - Present
Led end-to-end 3D asset pipeline as the sole in-house artist for the unreleased title Eyes of Hellfire; created high-quality character models, rigs, and animation paths; aligned visuals with art direction and integrated into Unity.
Art Director & 3D Generalist at Sneaky Bears (VR title)
January 1, 2015 - January 1, 2021
Spearheaded art direction and lighting for the initial VR title Sneaky Bears, overseeing the creation and implementation of all mid-resolution characters, environments, weapons, and the final boss.
Texture Artist at Tinychef RUN (Unreleased title) / Remote Outsourcing Studio
March 1, 2024 - June 1, 2024
Served as the primary Texture Artist for the unreleased title Tinychef RUN, responsible for defining the stylized visual language and surface detail of all game assets and characters. Hand-painted high-quality PBR textures for over 7 game models and assets, ensuring optimal UV space usage and texture efficiency using tools like Substance Painter and Photoshop.
3D Generalist & Concept Artist at Unspecified VR/AR project (Sneaky Bears)
March 1, 2015 - December 31, 2021
Led art direction and lighting for a VR title, overseeing creation and implementation of mid-resolution characters, environments, weapons, and final boss; executed detailed Level Design and served as Level Designer for VR titles Roller Coaster Legends 1 & 2; Led concept art for over 40 characters; supervised 3D asset pipeline and production.

Education

Master’s Degree in Architecture, Urban Planning and Territory at Faculty of Architecture, University of Lisbon (FAUL)
January 1, 2013 - January 1, 2015
at ETIC (School of Technology, Innovation and Creation)
January 1, 2005 - January 1, 2011
Master's Degree in Architecture, Urban Planning and Territory at University of Lisbon, Faculty of Architecture (FAUL)
September 1, 2013 - June 1, 2015
Master's Degree in Architecture, Urban Planning and Territory at University of Lisbon (FAUL) – Faculty of Architecture
September 1, 2013 - June 30, 2015
Bachelor's Degree in Architecture at University of Lisbon (FAUL) – Faculty of Architecture
September 1, 2005 - June 30, 2011
Master's Degree in Architecture, Urban Planning and Territory at Faculty of Architecture, University of Lisbon (FAUL)
September 1, 2013 - June 1, 2015
Advanced Certificate in Game Art & Animation Production at Lisbon, Portugal
September 1, 2013 - June 1, 2015

Qualifications

Advanced Certificate in Game Art & Animation Production
January 11, 2030 - March 3, 2026
Advanced Certificate in Game Art & Animation Production
September 1, 2013 - June 30, 2015
Advanced Certificate in Game Art & Animation Production
September 1, 2013 - June 1, 2015

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education