Gabriel Comin
Gabriel Comin
3D Character Artist
Miami, United States

Summary

I am a 3D Character Artist with a focus on stylized characters. More than anything, I enjoy the process of creating new things and bringing ideas to fruition. I have an all around passion for both working on games as well as playing them. Although I am an introvert, I really enjoy being in collaborative working environment. I have a knack for problem solving and love bouncing ideas back and forth to help find the best possible solution. I am currently freelancing but would love the opportunity to work with like minded developers in a creative production environment.

Skills

Digital SculptingCharacter ModelingCharacter DesignHandpainted TexturesTexture BakingPBR Texturing3D PrintingBilingual (English and Spanish)

Software proficiency

ZBrush
ZBrush
Photoshop
Photoshop
Maya
Maya
Unreal Engine
Unreal Engine
Unity
Unity
TopoGun
TopoGun
xNormal
xNormal
UVLayout
UVLayout
Marmoset Toolbag
Marmoset Toolbag
Quixel Suite
Quixel Suite
Keyshot
Keyshot
Illustrator
Illustrator

Experience

  • Contract Character Artist at Ghostpunch Games
    October 2016 - Present

    - Heroes and Hero skins for Vainglory by Super Evil Megacorp. (Mobile/PC MOBA)

    - Character (boss monster) and prop assets for Risk of Rain 2.

    - Character for unannounced IP by Machine Zone.

    - Character for unannounced IP by Ghostpunch Games/2K Games.

    - Environment for unannounced IP by Ghostpunch Games/2K Games.

    - From time to time I was also tasked with reviewing other artists' work and providing them with feedback.

  • Freelance Character Artist at Fantasy Flight Games
    United States of America
    January 2016 - July 2016

    Sculpted miniature figures for 3D printing/manufacturing as tabletop game pieces to be used in:

    - Star Wars: Imperial Assault Expansion

    - Mansions of Madness Expansion

  • DOTA 2 Steam Workshop Artist at Valve Corporation
    January 2014 - January 2015

    After graduating I saw the Workshop as a great way for me to continue improving my skills as a 3D artist. The Workshop also provided me with a way to stay in the habit for working in a similar fashion to most game studio’s development pipelines. I set deadlines for myself for each phase of production and stuck to them. Learning and sharing tips and tricks with other artists in the Dota 2 community on the Polycount.com forums was also an integral part of the experience.

  • Lead Character Artist at Microsoft - Collaborative Student Project
    January 2013 - March 2013

    While in college I had the opportunity to be part of a select group of students who worked on a collaborative project with Microsoft Game Studios. We were tasked with designing a primarily digital solution for the future of the “Collector's Edition” in the game industry.