Senior 3D artist with 11+ years of experience creating production-ready, stylized real-time assets for mechanical and configurable products. I build end-to-end pipelines across modeling, texturing, rigging, and real-time optimization. I specialize in hierarchical, constraint-based technical modeling from CAD references and translate those systems into clean, configurable web and engine-ready assets. I’ve led complex rigging and variant-heavy asset pipelines and managed outsourcing to keep quality and delivery on track.

Zachary Hixson

Senior 3D artist with 11+ years of experience creating production-ready, stylized real-time assets for mechanical and configurable products. I build end-to-end pipelines across modeling, texturing, rigging, and real-time optimization. I specialize in hierarchical, constraint-based technical modeling from CAD references and translate those systems into clean, configurable web and engine-ready assets. I’ve led complex rigging and variant-heavy asset pipelines and managed outsourcing to keep quality and delivery on track.

Available to hire

Senior 3D artist with 11+ years of experience creating production-ready, stylized real-time assets for mechanical and configurable products. I build end-to-end pipelines across modeling, texturing, rigging, and real-time optimization.

I specialize in hierarchical, constraint-based technical modeling from CAD references and translate those systems into clean, configurable web and engine-ready assets. I’ve led complex rigging and variant-heavy asset pipelines and managed outsourcing to keep quality and delivery on track.

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Work Experience

Senior 3D Art Generalist at Dopple (formerly Atlatl Software)
March 1, 2025 - April 1, 2026
Led development of advanced hierarchical and constraint-based systems for highly configurable real-time mechanical assets. Designed and implemented modular rigging solutions (constraints, drivers, parenting hierarchies) for complex articulated systems including hydraulic and synchronized components. Built flexible, variant-heavy asset pipelines from CAD data powering multiple live web configurators (e.g., Atlas Gunworks, MDT, Anthros, Carlson AirFlo). Created production-ready configurable models with clean hierarchies, material systems, and real-time optimization. Managed outsourcing to two external studios while maintaining quality and on-time delivery.
Environment Prop Artist at Verizon 5G Lab (Remote)
September 1, 2020 - March 1, 2021
Produced 30+ extremely low-poly environment props optimized for Mozilla Hubs / web-based real-time experiences. Provided optimization guidance on scene and texture workflows to improve performance across the virtual lab space.
Environment Prop Artist at Verizon 5G Lab
September 1, 2020 - March 1, 2021
Produced 30+ extremely low-poly environment props optimized for Mozilla Hubs / web-based real-time experiences. Provided optimization guidance on scene and texture workflows to improve performance across the virtual lab space.
Environment Prop Artist (Remote) at Verizon 5G Lab
September 1, 2020 - March 1, 2021
Produced 30+ extremely low-poly environment props optimized for Mozilla Hubs / web-based real-time experiences. Provided optimization guidance on scene and texture workflows that improved performance across the virtual lab space.
Environment Prop Artist at Flash Forward Games (Remote)
May 1, 2019 - December 1, 2019
Sculpted and delivered stylized environment props and one full character model from concept to game-ready. Met strict stylistic and polycount targets and optimized outsourced assets through polycount reduction while preserving UVs to improve overall scene performance.
Environment Prop Artist at Flash Forward Games
May 1, 2019 - December 1, 2019
Sculpted and delivered stylized environment props and one full character model from concept to game-ready assets while meeting strict style and polycount targets. Optimized outsourced assets via polycount reduction while preserving UVs, improving overall scene performance.
Environment Prop Artist (Remote) at Flash Forward Games
May 1, 2019 - December 1, 2019
Sculpted and delivered stylized environment props and one full character model from concept to game-ready, meeting strict stylistic and polycount targets. Optimized outsourced assets (polycount reduction while preserving UVs), improving overall scene performance.
3D Artist II at Dopple (formerly Atlatl Software)
August 1, 2017 - March 1, 2025
3D Artist at Dopple (formerly Atlatl Software)
August 1, 2014 - August 1, 2017

Education

Bachelor of Science in Game Art and Design at Art Institute of Pittsburgh (Online)
January 11, 2030 - July 1, 2014
Bachelor of Science in Game Art and Design at Art Institute of Pittsburgh (Online)
January 11, 2030 - July 1, 2014
Bachelor of Science in Game Art and Design at Art Institute of Pittsburgh (Online)
January 11, 2030 - July 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

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