Portfolio: https://linktr.ee/tibineag
Senior Character Artist with 10+ years of experience in the games industry. Worked on AAA titles & mobile titles, can comfortably create highly realistic AAA characters or stylised characters.
WORK STATUS - No Visa needed for EU + UK
SKILLS
- good eye for character design
- adaptable to new technologies
- positive, team-oriented attitude
- proficient at high polygon sculpting
- proficient at texturing game characters
- keen eye for detail, realism & stylised art
- ability to create efficient UV layouts for low-poly characters
- proactive, self-motivated, can work without direct supervision
- ability to derive a well structured low-poly model from the high poly model
- ability to creatively translate concepts and ideas into authentic characters
- good understanding of human anatomy and representing anatomy in topology
- ability to create all needed textures for creating photorealistic looking humans
- ability to learn/understand new techniques and software packages in a fast manner
- ability to create game ready assets, that work well within given technical limitations
- proficient in modelling organic character elements and non-organic character elements
- ability to create in-game characters from scratch following concept art or art direction by following strict technical requirements
SOFTWARE SKILLS
3DS Max - Proficient
Adobe Suite - Proficient
Maya - Highly Proficient
Unreal Engine - Proficient
ZBrush - Highly Proficient
Marvelous Designer - Proficient
Substance Painter - Highly Proficient
LANGUAGES
English - Full Professional Proficiency, CEFR - C2
Romanian - Native/ Bilingual Proficiency
- Full-time/ Hybrid work
- 3DS Max hard-surface modelling for real-time environments
Software: 3DS Max, PTC Creo
- Fully Remote/ B2B Contract & Freelance work
- Freelance work on a variety of projects, from AAA game character art, to mobile character art, to VFX characters to marketing/ advertising in a variety of styles, from highly realistic to stylised.
Software: Unreal Engine 5, ZBrush, Maya, X-Gen, Marvelous Designer, Substance Painter, Photoshop, Marmoset Toolbag
- Worked as a Senior Character Artist on Everywhere, MindsEye (PC, PS, X-Box) & other AAA titles.
- Everywhere - stylised community game, build & play with others in a shared world.
- MindsEye - hyper-realistic story-driven, futuristic, action-adventure AAA game.
- Successfully launched the AAA title - MindsEye while working at Build A Rocket Boy.
- Created over 30+ stylised complete game characters for Everywhere from high-poly to textured game models that were skinned & rigged in Maya for Unreal Engine 5.
- Created several realistic character models, clothing items & props for MindsEye.
- Software: Unreal 5, Maya, Zbrush, Marvelous Designer, Substance Painter, Photoshop, P4V, JIRA, Miro, Confluence
- MindsEye trailer: https://www.youtube.com/watch?v=mVJGk2mvPI4
- Everywhere trailer: https://www.youtube.com/watch?v=90FNVadJP6s
- Worked as a Lead Character Artist on RuneScape: Dragonwilds
- Provided line management to the character art team, was responsible for the delivery of quality character art.
- Successfully launched the first playable milestone of the AA title RuneScape Dragonwilds: https://www.youtube.com/watch?v=qNUllLcuZVM
- Contributed towards the character art production pipeline.
- Reviewed assets to maintain consistent quality and provided feedback & critique.
- Software: Unreal, Maya, Zbrush, Substance Painter, Photoshop, Perforce, JIRA, Confluence, Miro, ShotGrid
- Worked as a Senior Character Artist at BossAlien/ NaturalMotion/ Zynga/ TakeTwo
- Created over 20+ stylised characters for the successfully launched multi-platform title Star Wars Hunters: https://www.youtube.com/watch?v=qdiTie_JZPQ
- Character modeling, sculpting, texturing and shading using a stylized PBR workflow in Unreal Engine.
- Created facial blend shapes for multiple humanoid & creature like characters.
- Collaborated with the Star Wars Hunters concept art, technical art, animation and marketing teams to coordinate the final delivery of the characters I created.
- Helped junior colleagues through the character creation pipeline.
- Provided feedback to outsourcing partners.
Software used: Maya, ZBrush, Keyshot, Photoshop, Unreal Engine, Substance Painter, Perforce, JIRA, Notion, Miro, Confluence
- Worked as a Character Artist at Supermassive Games
- Successfully launched the first four AAA games from the The Dark Pictures Anthology
- Created realistic, photo-real characters for AAA titles on multiple platforms that met art direction requirements whilst adhering to technical restrictions.
- Used production design art packs and concept art to create highly detailed character models.
- Defined optimal workflows for character assets generation.
- High-end character modelilng, sculpting and shading using the PBR workflow in Unreal Engine.
- Worked on the first four Dark Pictures Anthology titles: Man of Medan (2019) https://www.youtube.com/watch?v=OQvo4-Ly-sA, Little Hope (2020) https://www.youtube.com/watch?v=Uu8mT6rUMt4, House Of Ashes (2021) https://www.youtube.com/watch?v=QBZgZdC989c, The Devil in Me (2022) https://www.youtube.com/watch?v=Nn5dK65VugY
Software used: Maya, ZBrush, Photoshop, Unreal Engine, Substance Painter, Marvelous Designer, JIRA, Perforce
- Worked as a Character Artist at Gameloft
- Successfully launched the iOS/ Android/ Windows title: Iron Blade in May 2017.
- Created over 30+ stylised characters, armours & weapons for Gameloft's Iron Blade title.
- Iron Blade trailer: https://www.youtube.com/watch?v=YJuZbITFDFw
- Character modeling, sculpting, texturing and shading using a stylized PBR workflow in the Gameloft proprietary engine.
- Created the complete appearance of a 3D game character at the quality required by the next-gen mobile market (Apple iPhone, Android, Nintendo Switch).
- Created the textures, optimized the geometry of the character using the in-house tools to export and check the result in-game.
Software: Zbrush, XNormal, Photoshop, 3D Studio Max, Substance Painter, Proprietary Engine, Marmoset Toolbag, Marvelous Designer, JIRA, Tortoise SVN
- Portfolio: https://tibineag.artstation.com/
- Worked as a Freelance Character Artist from July 2012 until October 2018
- Worked on a variety of projects, from 2D illustrations to 3D game characters to 3D print ready models.
- Successfully launched the "Counter Assault Forces" mobile title as a contract 3D Character Artist for Ovi-Lex Software, a title for which I created several modern soldiers from concept to skinned & rigged game models in 3DS Max for Unity.
Software: Unity, 3D Studio Max, Zbrush, Marvelous Designer, V-Ray, Ornatrix, Mudbox, Keyshot, XNormal, Photoshop, Substance Painter, Marmoset Toolbag
- Worked as a 3D Artist & Render Artist at Steelcase
- Modeled complex high-poly Steelcase furniture products that closely follow advanced Pro Engineer CAD models using 3DS Max.
- Modeled, UV mapped and textured low-poly Steelcase assets for Unity and Unity based web platforms.
- Rendered Steelcase high-poly products using V-Ray 3.0 for different uses: beauty renders, 360 viewer
renders, close-up & detail renders.
- Created V-Ray materials with a high degree of realism as requested by the corporate standard.
Software: V-Ray, Photoshop, Pro-Engineer, 3D Studio Max, Unity, Windchill, ProEngineer