Hello! I'm Javier and I’m a 3D Character Artist based in Spain with over 5 years of experience, specializing in stylized characters, creatures and props across multiple platforms, with a strong focus on VR. My expertise includes sculpting, modelling, PBR, hand-painted texturing, rigging and in-game implementation. I also have experience in developing small tools to streamline workflows for artists and creating art direction guidelines.
I’ve collaborated with cross-disciplinary teams to ensure ideal asset implementation, and have managed outsourcing, overseeing the production of character, environment, and weapons.
If you're interested in collaborating on your next project, feel free to reach out to me at faivudevelopment@gmail.com
• Worked on Zenith: The Last City and Zenith: Nexus, creating characters, environments, and props from concept to final implementation, while also handling visual reworks and optimization to maintain consistency and performance.
• Developed and researched tools for Blender and Unity to streamline Art team workflows.
• Explored fur solutions for VR, testing different methods and creating a furry cat companion—taking it from real-life photo references to a fully textured model with an optimized fur shader.
• Created concepts for characters, props, and environments for internal projects, as well as documented Art Direction guidelines for the team.
• Managed outsourcing by coordinating feedback, time estimates, and documentation for character, environment, and weapon assets.
• Collaborated in the creation of character skins for Overwatch 2.
Created multiple cartoon character assets for an in-house next-gen console project, taking them from high-poly sculpts to game-ready models. The project was later canceled.
Designed stylized PBR character assets for MATCHO, including the main character and background characters, creating high-poly sculpts and optimizing them for game-ready models. Also developed first-person hand models and worked with the Rigging Artist to implement them into the game.
• Worked with Game Designers and Concept Artists to create game-ready assets for Bike in Time: Stunt Trials through pre-production and into production.
• Developed and maintained a texture-sheet texturing system to ensure visual consistency across all assets, speeding up the workflow significantly.
• Modeled characters and props, worked on beauty passes for environments, and handled rigging and animation. Assisted in onboarding new Artists and integrating them into the project pipeline.
Created and implemented game-ready weapons, cores, and character models for Nova Legacy using the in-house engine. Re-textured assets to improve optimization, fix bugs, and support special events. Assisted with the pre-production of Bike in Time: Stunt Trials as a Generalist.
Created and optimized small prop assets for mobile and AAA games, handling modeling, UV unwrapping, and texturing for in-game use.
As part of my first internship, I was introduced to outsourcing models and contributed to the creation of game-ready character clothing items and texture swaps for RawrMessenger, along with designing prizes and props for mobile casino games.