Have a lot of experience in concept development and character modeling.
My Qualifications:
* Passion for making and playing games!
* Proficient knowledge of ZBrush, Substance Painter, Blender, Marmoset Toolbag, Photoshop and others
* Solid knowledge of next generation asset creation pipelines, tools, software.
* Strong grasp of form, shape, structure, and silhouette as they relate to modeling and gameplay.
* Thorough understanding of anatomy and how characters move when rigged.
* Solid knowledge of working with PBR shaders to get the best look within game engine technical limits/constraints.
* Ability to learn new tools and techniques.
Basic understanding:
* How character skeleton and skinning works
* Creating materials in Substance Designer
- Owned character/creature assets from brief to final game-ready
delivery (sculpt → model → UV/bake → textures), ensuring quality and
real-time readiness.
- Acted as a lead for character art: mentored and peer-reviewed 5 artists
(feedback, paintovers, quality checks), maintaining a clear quality bar.
- Led the evolution of the character production pipeline; developed
workflow tooling and optimization guidelines to improve consistency
and predictability of delivery.
- Improved character asset workflow by implementing an AI-assisted
texturing pipeline tailored to our character production needs, along
with standardized ZBrush templates (default body types), an anatomy
basemesh library, and reusable Smart Materials—reducing rework and
accelerating iteration on recent deliveries.