I’m a character artist with +5 years of experience in a variety of styles, including PRB, stylized, and hand painting. Working with both direction and concept art teams to create unique, interesting, and believable characters, creatures, and heroes. I have experience working in animation rigging and also with scanned assets helping me to understand the requirements of the team and pipeline. I come from a unique background since I had the pleasure of working in mocap and teaching. I enjoy expanding my creative horizons and strive to continue my learning of software and techniques.
3d character artist for a new IP in the new studio of Smilegate in Barcelona.
My responsibilities are:
- Establishing the character pipeline by working side by side with Art Director,
Animation and Tech team.
- Fast iterations of characters to help the team visualize the gameplay.
- Pushing the tech boundaries for characters, researching Metahuman and the new
skeleton system using Pose Driver and RBFs, to create complex helper joint deformation systems in Maya and UE5, and developing characters with those features.
- Establish the character pipeline for large creatures, with their workflow to
achieve all high detail possible in U5 without compromising performance.
- Develop high-quality characters with those workflows.
My job in The Harvest was doing research about the character's visual style and firsts iterations on character alpha (not seen) Also as a environment artist, I worked closely with the lead artist and the concepts artists on the first and biggest environement landmark of The harvest, the temple.
3d contents for virtual worlds, in high and low poly. Mostly, high detailed character clothing, and 3d character parts.
Mocap technician for full body captures including facial animations. Clients such as Crowd of Monsters, Dark curry, Glassworks, Usert38 and Tigrelab.