Senior/Lead Character Artist & Modular Pipeline Architect | 18 Years | AAA Games & VFX
I design and implement character pipelines at scale — modular asset library systems built for reusability, cross-anatomy adaptability, and maximum production ROI.
CORE EXPERTISE
• Hero & NPC Character Art — full pipeline from concept to engine-ready
• Blendshapes, Flexshapes & Correctives — film and game quality
• Modular Pipeline Architecture — designing reusable asset library systems from the ground up: variable clothing, interchangeable faces, cross-anatomy adaptability
• 3D Scanning — full pipeline: shoot, cleanup, texture finalization
• Grooming — hair, fur strands and cards, game-ready
• Engines — Frostbite, CryEngine, Unreal Engine
LEAD-LEVEL EXPERIENCE
• Pipeline scoping and optimization across multi-discipline teams
• Style and quality bar ownership across large, diverse asset libraries
• Cross-discipline communication between art, tech art, and rigging teams
• Mentorship of junior and mid-level artists
• Scalability planning for Live Service projects
Remote | Worldwide | Available for AAA, AA & Indie projects
- Need For Speed: Unbound
I keep dealing with my character art task while I follow and train my team members of the CIG UK team for the projects:
- Star Citizen
- Squadron 42
As a Lead, my roles involve:
- interview and reviews applicants for any character art role (in UK branch)
- train the team, overview and approve their tasks (right now the whole induction and training time is happening in remote, due the Covid pandemic)
- handling outsourcing tasks, review and approve their work, plus giving feedback or support them with documentation about our own workflow
- supporting my team and check on anything they may need or may prevent them from living happily their daily life at work
- constantly being in touch with the LA team, art director, producer, and the concept department to always be updated about the scheduling, deliveries, objectives, and keep track of everything needed to well organize work for me and my team and release pressure from their shoulders in any way I can.
- I'm also involved in the development over some specific pipeline together with the tech team and the graphic department.
This involves:
1) skin and texture shading
2) hairs grooming
3) head scan creation, finalization, and integration into our system.
Creating characters and costumes, models, textures and shaders, for this amazing title.
Quality is insane, and I look forward to see it released.
Game:
- Star Citizen
- Squadron 42
Sculpting, modelling, texturing, Blendshapes.
Filmography:
- Jungle Book (2016)
- Pirates of the Caribbean: Dead Men Tell No Tales (2017)
- Terminator Genisys (2015)
- Batman V Superman: Dawn of Justice (2015)
- X-Men: Apocalypse (2016)
- Guardians of the Galaxy (2014)
- Ghostbusters (2016)
- Goosebumps (2015)
- Suicide Squad (2016)
- The Hunger Games: Mockingjay - Part 2 (2015)
- Spectre (2015)
- Fantastic 4 (2015)
- Night at the Museum: Secret of the Tomb (2014)
Pitches, previs and projects I minorily worked onto:
- The Legend of Tarzan (2016)
- A Monster Calls (2016)
- Dumbo (2019) - pitch
- Dungeons & Dragons: Honor among thieves (2023) - pitch
- Alien: Covenant (2017) - previs
- AAA game title, not yet announced. (PS3, 360, PC, PS4, Xbox One)
- Need For Speed: Rivals
environment artist, asset builder and texture artist for the AAA videogame title:
- Need for Speed: Rivals. (PS3, 360, PC, PS4, Xbox One)
freelancing experience as Environment creation for a TV Commercial
I create characters, environments and vehicles assets for movies.
Filmography:
- Edge of Tomorrow (2014)
- Maleficent (2014)
- Thor: The Dark World (2013) - Marvel Studios
Working to Direct 2 Brain I've just had occasion to be involved on a big amount of different project.
Usually I realize both storyboard and 3d Models with UV and textures, organic or not.
My last character, developed for them, was the main character of an horror italian movie:
- The Haunting of Helena (2012).
I created several architectural 3d models of the King Abdulaziz International Airport
This was my first job in the cinema's industry.
I'm pretty nostalgic of this first experience. The studio was small but the team was great and my professional experience, amazing!
At the end of this experience I had done a little bit of everything, from 3D to compositing.
Filmography:
- One Life, Maybe Two (2010)
- The Double Hour (2009)
- Ce n'è per tutti (2009)
- Asylum (2008)
- Lecture 21 (2008)
- Sorry, If I Love You (2008)
- Il Divo (2008)
This was my first experience into animation 2D.
I have interpolated and clean-upped 2d cartoons for Melevisione and other clients, like "Hokus and Lotus". I fully interpolated and clean-upped the emergency cartoon video for "Lauda Air", who were intended to be put onboard.