Hi, I’m Pete. I’m a character artist who loves the full game art pipeline—from early sculpt to final in-engine delivery.
Senior Character Artist with 15+ years of experience across AAA and live-service development, specializing in stylized and realistic characters, look development, and production-ready execution. Strong foundation in anatomy, painterly PBR texturing, and cross-discipline collaboration.
Known for clear feedback, mentorship, and maintaining visual quality and style consistency across internal and external teams.
I’m motivated by building meaningful player experiences, supporting strong teams, and continuously growing as both an artist and collaborator.
Projects: Unannounced and Confidential Projects
● Partnered with the Art Director to support visual development, previs,
and pre-production across multiple initiatives.
● Translated early direction into production-ready 3D assets and
presentation-quality visuals under real-time constraints.
● Supported look development and engine integration (materials, lighting,
scene setup) to establish visual benchmarks and alignment.
● Created documentation and visual reference decks to improve clarity
and consistency across evolving needs.
Projects: Smite - Smite 2 - Realm Royale - Paladins - Rogue Company
● Led outsource workflows and provided clear, actionable paintover
feedback across concepts, proxies, sculpts, and textures.
● Created stylized character and creature cosmetics from concept through
game-ready delivery, focused on anatomy and readability.
● Delivered high-quality sculpts and optimized low-poly models for
deformation, animation, and performance constraints.
● Supported documentation and best practices to improve onboarding,
consistency, and production clarity across teams.
Projects: Borderlands3 - Battlerite - Fantasy Strike - Skylanders - Nintendo
● Delivered character art support across multiple studios and IPs,
adapting to varied pipelines and technical requirements.
● Partnered with leads and cross-functional teams to meet quality,
performance, and schedule targets.
Project: League of Legends
● Collaborated with art leads to deliver stylized character cosmetics
aligned with League of Legends style and readability goals.
● Interpreted concept direction into production-ready assets while
iterating quickly within pipeline constraints.
Projects: Super Monkey Ball Bounce - Cranky Food Friends
● Led a small art team delivering 2D/3D assets while maintaining quality,
consistency, and on-time execution.
● Coordinated priorities and supported production through clear direction,
feedback, and workflow awareness.
Titles: Super Monkey Ball Bounce-Cranky Food Friends
● Created game art assets for Concept, Modeling, VFX, Rigging, Animation and Marketing
● Deciphered and Taught old Japanese software to team
2D concept characters
2D concept environment
2D concept weapons/props
Illustration
3D modeling
texturing
rigging
animation
VFX
Project: Warmage Battlegrounds
● Collaborated with Chris Wood and Pio Ravago to produce character and
environment concepts supporting gameplay readability and production
goals.