Since early 2001, I’ve been digitally sculpting, texturing, and grooming models for feature film, commercial, and video games. I use my traditional background in painting, sculpting, and design to transfer real-world forms into a digital medium, aiming to produce quality assets/shots quickly using whatever tools I have available. I’m strongly dedicated to my vocation and enjoy working with others to improve both my own art and the overall quality of the work. I believe those traits are invaluable, and I look to offer them through collaboration and craftsmanship.

Chris Radcliffe

Since early 2001, I’ve been digitally sculpting, texturing, and grooming models for feature film, commercial, and video games. I use my traditional background in painting, sculpting, and design to transfer real-world forms into a digital medium, aiming to produce quality assets/shots quickly using whatever tools I have available. I’m strongly dedicated to my vocation and enjoy working with others to improve both my own art and the overall quality of the work. I believe those traits are invaluable, and I look to offer them through collaboration and craftsmanship.

Available to hire

Since early 2001, I’ve been digitally sculpting, texturing, and grooming models for feature film, commercial, and video games. I use my traditional background in painting, sculpting, and design to transfer real-world forms into a digital medium, aiming to produce quality assets/shots quickly using whatever tools I have available.

I’m strongly dedicated to my vocation and enjoy working with others to improve both my own art and the overall quality of the work. I believe those traits are invaluable, and I look to offer them through collaboration and craftsmanship.

See more

Work Experience

Principal Modeler, Sculpting, Texturing & Look Dev (Modeling/Sculpting/Texturing cinematic assets; organic and hard surface) at Blizzard (Hard Surface/Organic Modeling Artist II)
May 1, 2025 - July 1, 2026
Principal modeling, sculpting, texturing, and look development for cinematic assets, including both organic and hard-surface work. Supports environment creation, including modeling/sculpting. Lays out assets in environments for handoff to surfacing and lighting. Optimizes all assets through lighting/comp stages to maintain quality and performance across production pipelines.
Principal 3d Modelling, Sculpting, Texturing & Lookdev - Modeling/Sculpting/Texturing cinematic assets at Blizzard (Hard Surface/Organic Modeling Artist II)
May 1, 2025 - July 1, 2026
Principal modeling, sculpting, texturing and lookdev of cinematic assets (both organic and hard surface). Environment creation and modeling/sculpting. Laid out assets in environments for hand-off to surfacing and lighting. Optimized all assets throughout lighting/comp stages.
Principal 3D Modeler, Character/Environment Artist (Look Dev/Modeling, Quality Film Res vs Game Perf) at Crafty Apes
December 1, 2024 - March 1, 2025
Principal modeling, sculpting, texturing, and look development with a major focus on the quality of film-resolution asset versions and the quality/performance of corresponding in-game assets. Optimizes assets through lighting/comp stages and contributes to maintaining consistent visual targets between film and game outputs.
Principal 3d Modeler/Character/Environment Artist at Crafty Apes
December 1, 2024 - March 1, 2025
Principal modeling, sculpting, texturing and lookdev with major focus on quality of film-resolution versions of assets and quality/performance of the same assets in-game. Optimized all assets throughout lighting/comp stages.
Principal 3D Modeler, Team Character/Environment Lead (Unreal Engine asset creation) at Division369 Studios
January 1, 2024 - September 1, 2024
Game character and environment modeling for use in Unreal Engine. Focuses on producing film-resolution versions and corresponding in-game quality/performance targets. Provides texturing and lookdev of assets created. Lead responsibilities include scheduling, bidding on assets, quality control of artist work, and solving situational problems while maintaining a cohesive look across worlds.
Principal 3d Modeler/Team Character/Environment Lead at Division369 Studios
January 1, 2024 - September 1, 2024
Game character and environment modeling for Unreal Engine. Major focus on quality of film-resolution versions of assets and quality/performance of the same assets in game. Responsible for texturing and lookdev of assets created. Lead responsibilities included scheduling, bidding on assets, quality control of artist work, and situational problem solving, while maintaining a cohesive look to the worlds created.
MPC Assets Lead (Modeling/Texturing/Sculpting/Creature Design/Digi-double Artist) at MPC Assets Lead
February 1, 2022 - July 1, 2024
Organic, hard surface, and environment modeling. Provided texturing and lookdev of assets created. Lead responsibilities included scheduling, bidding on assets, quality control of artist work, and situational problem solving.
MR. X Assets Lead (Sculpting/Modeling/Texturing Artist) at MR. X
January 1, 2022 - January 1, 2023
Creates digital doubles from photogrammetry data. Builds assets from scratch or from scanned actors. Works from concept to creation modeling and texturing through direction/comments, and extends into environment/set extension from layout or imagination.
Assets Lead (Sculpting/Modeling/Texturing Artist) at MR. X Assets Lead
January 1, 2022 - January 1, 2023
Created digital doubles from photogrammetry data. Also created assets from scratch or scanned actors. Managed concept-to-creation modeling and texturing via direction/comments. Handled environment/set extension from layout or imagination.
VFX Senior Lead (Modeling/Texturing/Grooming/Dynamics Artist) at Lola VFX
January 1, 2016 - January 1, 2021
Created digital doubles from photogrammetry data. Also created assets from scratch or scanned actors. Concept-to-creation modeling and texturing via direction/comments. Environment/set extensions from layout or imagination. Clothing/garment work with experience in layering. Worked on fluid dynamics and rendering of related FX.
Hydraulux Senior Lead (Modeling/Texturing/Grooming/Lighting Artist) at Hydraulux
January 1, 2008 - January 1, 2016
Research and development for smartest execution of shot completion and artist tasking. Creates assets from scratch or from scanned actors. Takes concepts to modeling and texturing through direction/comments. Handles environment creation from layout or imagination. Provides cloth costuming experience with layering. Works with fluid dynamics and meshing, and supports shot scene setup with compositor-friendly pass breakdowns.
Hydra(a)lux Senior Lead (Modeling/Texturing/Grooming/Lighting Artist) at Hy*dra u*lx Senior Lead
January 1, 2008 - January 1, 2016
Researched and developed smarter execution of shot completion and artist tasking. Created assets from scratch or scanned actors. Concept-to-creation modeling and texturing via direction/comments. Environment creation from layout or imagination. Clothing work with experience in layering. Worked on fluid dynamics and mesh generation, and shot scene setup with compositor-friendly pass breakdowns.
May a Generalist Lead (Modeling/Sculpting/Texturing) at Luma Pictures
January 1, 2007 - January 1, 2008
Creature/environment creation from layout and detailed reference.
May a Generalist Lead (Modeling/Texturing) at Zoic Studios
January 1, 2005 - January 1, 2006
Created assets on a per-shot basis. Provided basic dynamics and lighting for shot elements.
Principal Character Modeler/Lighting Artist (Level Lighting) at EA (Los Angeles)
January 1, 2003 - January 1, 2004
Modeled game assets/characters based on conceptual references. Created level lighting effects and the overall look based on extensive direction and lookdev.

Education

B.F.A Computer Art at Savannah College of Art and Design
January 1, 1999 - January 1, 2003
B.F.A. Computer Art at Savannah College of Art and Design
January 1, 1999 - January 1, 2003

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming