Character Artist experienced on multiple game projects including prominent AAA titles.
Projects
• Squadron 42
General Responsibilities
• Define and implement the artistic vision for character design in collaboration with the Art Director and other stakeholders
• Lead and inspire a team of character artists, providing guidance and mentorship to foster skill development and creativity while coordinating and prioritizing tasks within the team to meet project deadlines
• Oversee the entire character design pipeline, ensuring consistency and quality across all aspects of character creation, from concept to implementation in-game
• Collaborate closely with Art Directors, Tech Leads, and other departments to align character design with the overall artistic and technical goals of the project
• Stay abreast of industry trends and advancements in character design and technology to implement cutting-edge techniques and maintain a high level of technical proficiency
• Provide training and development opportunities for team members, fostering a culture of continuous learning and improvement
• Implement and maintain quality control processes to ensure that character assets meet the highest standards of visual and technical excellence
• Communicate effectively with cross-functional teams, translating artistic vision into actionable tasks and ensuring a smooth workflow
• Identify and address artistic and technical challenges, finding innovative solutions to push the boundaries of character design within project constraints
• Oversee and provide guidance on outsourced character art, ensuring it aligns with the project's artistic direction and meets quality standards
• Develop and maintain documentation for character art pipelines, tools, and best practices
Held this postion in both Manchester and Frankfurt
Projects
• Squadron 42
• Star Citizen
General Responsibilities
• Work alongside the Character Art Director and Tech Lead to oversee the creation of high-quality character designs and ensure they meet the technical and artistic benchmarks set out.
• Supervising and mentoring artists within the team across multiple studios during their daily tasks while being a point of knowledge and information, keep them motivated and push their skills to the next level.
• Mentored and trained an entire new team, ranging all levels from junior to lead, getting them accustomed to our pipelines, tools and quality standards
• Work alongside Tech Art and Graphics to identify technical and visual restrictions while creating new solutions in order to push the quality of our assets
• Responsible for heads and bodies (including wrinklemaps)
• Creation of full characters as well as modular outfits (with high focus on Marvelous Designer) which act as a visual benchmark according to our specification. From high-poly sculpt to textured in-game asset
• Monitor quality of outsourced assets to ensure technical and artistic quality as well as writing tutorials for training and prepare their packages
Projects
• Hubris VR
General Responsibilities
• Concepting and creation of high quality characters for VR
Projects
• Tom Clancy's Ghost Recon - Breakpoint
General Responsibilities
• Creation of main-characters as well as playable gear and civilian outfits
⠀⠀⠀ ⠀- High poly sculpting
⠀⠀⠀ ⠀- Low poly with UV's
⠀⠀⠀ ⠀- Baking, texturing & material creation
⠀⠀⠀ ⠀- Detail: stich, sweat, dirt & aging maps
• Head scan cleanup and characterization (main, player & NPC) with integration into Anvil Engine
• Template creation for head texturing pipeline with Substance Painter
• Skinning & Motion Cloth with provided Ubisoft tools
• Mentor Juniors & quality assurance
Projects
• RAGE 2
• Just Cause 4 - Dare Devils DLC
General Responsibilities
• Build of Avalanche's in-house photogrammetry rig
• Responsible for scanning, scan cleanup and photogrammetry pipeline
• Responsible for heads and bodies (including main-characters with wrinklemaps)
• Creation of characters and creatures
⠀⠀⠀ ⠀- High poly sculpting
⠀⠀⠀ ⠀- Low poly with UV's
⠀⠀⠀ ⠀- Baking, texturing & material creation
⠀⠀⠀ ⠀- Engine: Paperdoll system setup
⠀⠀⠀ ⠀- Engine: Armor system setup
⠀⠀⠀ ⠀- Engine: Gibbing setup and modeling of different gib-parts
• Give feedback on outsourcing material
• Write tutorials and prepare packages for outsourcing
• Mentor Interns/Juniors
Projects
• RAGE 2
• TheHunter - Call of the Wild
• TheHunter - Call of the Wild - Medved Taiga DLC
General Responsibilities
• Responsible for all animals in TheHunter - Call of the Wild & Medved Taiga DLC
⠀⠀⠀ ⠀- modelling both high and low poly with uv's
⠀⠀⠀ ⠀- creating different texture variations with unique patterns
⠀⠀⠀ ⠀- creating multiple antler variations to be spawned randomly
⠀⠀⠀ ⠀- creation of different maps to drive our in-house fur shader
⠀⠀⠀ ⠀- setting up entities & tweaking everything for the engine
• Responsible for some parts of the hunter characters in TheHunter - Call of the Wild
⠀⠀⠀ ⠀- different ethnicity variations for both male & female
⠀⠀⠀ ⠀- creating multiple outfit variations
Supervising students throughout their term, with weekly live sessions and recorded personal feedback on their weekly assignments.
Responsible for providing extra support on 3D modelling and texturing for the students attending their mentorship program.
• Instructor for self-made course 'Character Art for Games'
• Instructor for self-made course 'zBrush Basics'
• Instructor for self-made course 'Character Art for Games'
• Instructor for self-made course 'Character Pipeline for Games' in collaboration with
Robert Pettersson as animation-instructor
• Mentoring students during summer-projects