Character Art Portfolio
As a passionate Stylized 3D Character Artist specializing in mobile and console games, I create unique, clean, and optimized characters with a focus on beautiful aesthetics. I seamlessly blend creativity with precision to produce high-performance assets. My expertise spans 3D modeling, texturing, rigging, and shader development, ensuring each character is visually striking and functional across platforms. With complementary technical art skills, I ensure my characters perform seamlessly in diverse gaming platforms.
Skills
Primary
Stylized Characters for games
Mobile optimized (low and ultra low-poly)
High fidelity Console
Stylized texturing and PBR texturing (inc. very clean baking)
Zbrush Sculpting
Hard surface modelling
Retopology
Complimentary skills
Rigging & skinning (Mobile spec only)
Implementation into Unity and Unreal
Shaders creation
Character concepting
Complementary Hard Surface and Prop creations
Basic animation
Stylized Character bust (Mobile spec)
Add additional poly to face for animation and close ups
A mobile character specification for gameplay should be designed to perform effectively in both interactive environments and cinematic moments. This character must maintain visual quality in gameplay while also holding up in hero shots and close-ups. Key elements include:
Facial Topology: The character's facial topology should be optimized for lip-syncing and expressive facial animation, allowing for smooth and realistic movement of facial muscles.
Gameplay Performance: The character's design must be efficient for mobile hardware, ensuring smooth animation and interaction without sacrificing quality.
Hero Shots & Close-Ups: For cinematic moments, the character should have high-quality textures and shaders, allowing it to look detailed and realistic in close-up views, especially for emotional or narrative-driven scenes.
This balance of functionality and aesthetic quality ensures the character delivers a dynamic experience in both real-time gameplay and narrative moments.
Character sculpting
This is a fan art Sculpt of mine created in Zbrush for HL2 20th anniversary. I challenged myself to create this without using base meshes and build up the anatomy from scratch. It’s based on the iconic dystopian meto cop with a pin up twist.
RTS Character
Character created lookdev and rapid prototyping of a mobile game with a classic Dark Fantasy setting.
The asset quality is tailored for an RTS game where the final in-game models are viewed from a distance, typically from a top-down perspective. As a result, finer details and precision are less important than the overall silhouette and proportions. The focus is on readability of including clearoity of the character archetype from a far while also having a destint ocerally feel.
The character was a stylized PBR character with a vertical gradient technique from Dota 2 for readability from players perspective and draw attention to torso of the character.
I created the shaders in blender as a quick way to look dev the final result and build a shafer the I know will translate across to Unity’s URP including a toon outline.
For mobile Spec characters I am very experienced in taking a concept through to basic rigging and implementation into Unity or Unreal ready for animation.
Production pipeline
Zbrush for Sculpt
Retopo in Blender
Baked in marmoset toolbag 5
Textures in Substance Painted
Renders in Blender
Implemented into unity
Complimentary Skills
A mobile character specification for gameplay should be designed to perform effectively in both interactive environments and cinematic moments. This character must maintain visual quality in gameplay while also holding up in hero shots and close-ups. Key elements include:
Hard Surface:
Vehicles
Props
Clothing
Accessories
Movie res hard-surface modelling and PBR texturing
Organic:
Animals
Skulls and bones
lioness speed sculpt
Snakes created for a Greek Mythology Game and had to be less aggressive hence the rounded fangs
Blender render with procedural texturing… no UV’s required
Stylized animation and rendering
Some ligint and animation studies I’ve created that compliment my modelling skills
Blender render using physics simulations
Stylized NPR Render
NPR Lighting Study