I consider myself to be a very versatile professional 3d artist for videogames with about 10 years of experience.
During my career i had a chance to work on many different projects that required me to develop skills in character, hard-surface and environmental art, although of these i definitely prefer character art.
In particular, in the last few years i developed a love for stylized handpainted characters, do to my work on Dota 2 skins.
I have an extended knowledge of softwares like Zbrush, 3dsmax and Photoshop which are the tools i use the most.
When it comes to handpainted textures i prefer to use Mudbox or 3DCoat, while for PBR texturing i use Substance Painter mostly.
After my last employee job I've have created skins for a wide variety of characters and creatures of the MOBA game Dota 2, created by Valve.
For some characters i had the chance to collaborate with concept artists, but in most cases i took care of every phase of the pipeline including sketching ideas in zbrush, creating a final detailed sculpt, doing lowpoly retopo to bake base textures and normal maps on, creating handpainted color maps, creating hybrid PBR textures for material definition, Skinning model for animation and sometimes also painting an illustration for loading screen purpose.
During my time at Forge i worked mainly as an environment and prop artist on Ryse: Son of Rome, Xbox One launch game created by Crytek.
Responsible for the creation of high detailed and props and environment elements, from modeling to baking and texturing.
After the studio finished working on Ryse i had a chance to work briefly on some Crysis 3 and League of Legends assets.
Responsible for the complete creation of one of the three game environments in the MMO indie racing game "Victory the age of Racing", currently released on Steam
Also responsible for the creation of visual upgrades of cars, and supporting the team with tools and pipeline improvements.
Responsible for the creation of hard-surface models and props, from modeling to baking and texturing.
Creation of graphic content, as well as optimization and integration of a large part of the game assets on Terminator Salvation.
In addition to hard surface models, I was given the chance to work as a character artist.
During my time at SLS I also worked on other projects that weren't released.
I worked on a wide variety of racing games, featuring important official licenses such asMotoGP and Superbike championships.
My tasks here had a wide range, from the creation of cars/motorbikes for the games to the creation of the tracks and side facilities around them.
The games i worked on at Milestone are Evolution GT, Superbike Riding Challenge, SBK '07, MotoGP '07, SBK '08.