3D Artist specialized in Hardsurface techniques for AAA video games, with experience creating and optimizing assets for Unreal Engine. Proficient in Blender, ZBrush, and Substance Painter, combining technical precision with a high level of realism. I have worked in demanding professional environments, contributing to asset production across multiple media while meeting both technical and artistic standards. Passionate about detail and efficiency, I quickly adapt to new workflows and collaborate effectively with multidisciplinary teams to bring every project to its highest visual potential.
At Wrong Button, I worked as a 3D Weapon Artist focused on creating AAA-quality, realistic weapons for videogames, with a strong emphasis on modularity and production readiness. My role involved developing highly detailed weapon assets based on real-world photo references and blueprints, ensuring a faithful representation of both the base weapons and their accessories while adhering to the project's artistic direction.
Throughout the production process, I was responsible for the complete asset pipeline, from initial blockout and proportion validation to high-poly modeling, texturing, and final optimization for real-time engines. I ensured a balanced relationship between polygon count, texture resolution, and texel density according to project requirements, delivering production-ready weapon assets. These optimized models were prepared for seamless integration into real-time projects and later distributed through multiple marketplaces, allowing end users to implement them across a wide range of game productions.
At Selene Games, I worked as a Hard-Surface Prop Artist creating props and hero props for the game Fatal: Unleashed Darkness, contributing directly to the visual quality of its playable environments. Working from concept art and photographic references, I developed assigned assets following the artistic vision and quality standards defined by the Lead Artist, while collaborating closely with departments such as Concept Art, Environment, Props, and Animation to maintain visual and artistic cohesion across the project enabling smoother iteration cycles and more efficient asset integration while meeting established production deadlines.
I was responsible for the full asset production pipeline, from blockout and proportion validation to high-poly modeling, low-poly optimization, and final asset preparation for real-time use. This end-to-end involvement allowed me to balance visual fidelity with technical performance, iterate efficiently through feedback, and deliver production-ready assets that met project requirements and deadlines.
At Globant Games, I worked as a Hard-Surface Weapon Artist within a AAA video game development environment, creating high-quality weapon assets that met the technical and visual standards expected from a large-scale production studio. My work focused on delivering realistic, production-ready weapons aligned with established quality benchmarks and artistic direction.
Based on real-world photo references and technical blueprints, I developed weapon models from blockout through texturing and final optimization for real-time engines. I ensured a consistent balance between polygon density, texture resolution, and texel density according to project requirements. During production, I implemented a CAD-based modeling workflow that significantly improved efficiency, reducing production time by approximately 25% compared to traditional workflows, while maintaining visual accuracy and technical reliability.
At Artline Solutions, I worked as a 3D Modeler across a wide range of projects, adapting my workflow and production approach depending on project goals and delivery platforms. I contributed to projects spanning marketing, web, video games, VR visualization, and high-quality renders, delivering 3D models prepared for implementation across different media based on each project’s scope and technical requirements.
I worked with multiple production workflows, from traditional subdivision modeling to low-poly asset creation and optimization, as well as cleaning and adapting existing models for rendering and real-time visualization. Throughout the process, I collaborated closely with project leads and cross-functional teams—including web developers—to ensure assets were optimized for performance and visual quality.