Cancún, Quintana Roo, Mexico
ArtStation Portfolio: https://www.artstation.com/dysseus Hi! I’m Alexander. I’m a Senior 3D Artist with nine years of experience in the gaming industry, passionate about crafting immersive worlds and bringing characters and environments to life. My expertise spans Technical Art, 3D modeling, texturing, shaders, procedural workflows, lighting, and rendering pipelines, with a focus on both artistic quality and technical performance. I enjoy bridging the artistic and technical sides of game development, pushing tools and workflows to deliver memorable player experiences. EDUCATION • Bachelor’s Degree in Animation and Digital Arts • Always exploring new tools and techniques to grow my craft CAREER HIGHLIGHTS • 9 years in the Video Game Industry • Contributed to 2 AAA released games, plus 1 game in production, and some game expansions (Kerbal Space Program series) • Experience across small and big studio environments, from indie to AAA productions SKILLS • Technical Art • 3D Modeling • Texturing • Shaders • Smart Materials • Rendering • 3D Sculpting • Environment Art • Character Art • Post-Processing • Asset Optimization • Coding / Scripting • VFX • Concept Art & Design • Lighting • Render Pipelines SOFTWARE Proficient in: • Blender • ZBrush • Substance Painter • Substance Designer • Unity • Unreal Engine • Photoshop • Quixel • Git • GitHub • Perforce • Rizom • Adobe Premiere • After Effects • Maya • UVCS Previously based in Seattle, recently relocated to Mexico. Eligible for NAFTA (TN Visa). Open to on-site or remote roles, with a willingness to relocate and excitement for experiencing new places. ArtStation Portfolio: https://www.artstation.com/dysseus
• Built high-detail 3D card frame models and materials used in the menus and battle UI of a card battling game. • Designed procedural tools in Blender using Geometry Nodes to automatically generate environment assets used in dynamically generated scenes. • Developed shaders for environment assets, foliage, VFX, custom render passes, UI, and post-processing effects. • Handled Unity’s HDRP pipeline, optimizing performance and implementing custom post-processing effects. • Modeled, textured, and implemented Battleform card frames which are simplified 3D combat versions of cards that visually evolve based on card level. • Designed workflows for leveraging generative AI 3D models, refining them into production-ready assets.
• Created and implemented 60+ hard-surface spacecraft and space colony assets for Kerbal Space Program 2. • Designed large-scale hero environment landmarks, including giant Kraken creatures, cosmic beings, statues, temples, and narrative-driven architecture. • Created procedural trim sheet materials in Substance Designer to streamline texturing workflows and improve efficiency for 3D assets.
• Modeled, textured, and implemented 100+ stylized hard-surface 3D assets for Kerbal Space Program. • Developed terrain shaders and textures for eight iconic planets and moons in KSP, enhancing graphical fidelity. • Designed an animated gas giant planet shader to accurately represent rings, atmospheric layers, and cyclones on a Jupiter-like planet. • Created narrative-driven environment assets for Kerbal Space Program 2, including statues and landmarks. • Delivered key art renders for KSP DLC, and KSP marketing materials, showcasing the game’s new features.
• Worked across multiple teams to create photorealistic 3D assets for real-time rendering in advertising, apps, games, and VR experiences. • Modeled and textured multiple photorealistic 3D assets for use in real-time rendering engines such as Unity and Unreal Engine. • Produced shots using rendering engines showing highly detailed 3D assets of diverse products to highlight their features. • Sold highly detailed game-ready 3D models on TurboSquid.