Mario Cortez
Mario Cortez
Character Artist @ SledgeHammer Games
Los Angeles, United States

Summary

Passionate and experienced in the field of 3D character and creature development for cinematics and games with excellent organizational, problem-solving and communication skills.
I love the challenge of trying to create the most dynamic and compelling art I can, as efficiently and economically as possible. I'm also a well-trained sculptor, specializing in human and animal anatomy.

I have also experienced a variety of production environments, from large scale AAA studios, to smaller indie teams, to film and previs studios, both on site and remote. All of which have given me great insight into the many facets and dimensions of game development.

My resume is attached below if you would like additional information. Thank you for taking the time to view my portfolio.

• 3 years experience as 3D character artist working for game and film studios.
• Strong ability in bringing to life 3D characters from a 2D concept art
• Experience mentoring, teaching
• Ability to model and sculpt anatomically correct human and animal characters and character assets.
• Able to process scan data, clean and retopologize for texturing.
• Ability to work in variety of art styles, from highly stylized to hyper-realistic.
• Organic, hard-surface and environment modeling
• Expert knowledge of real-time next-gen shaders, Normal mapping techniques and shading, unwrapping clean UV and hand-painted textures.
• Traditional 2D and 3D art background.
• Tools used: Maya, Zbrush, Mudbox, 3DS Max, Photoshop, Marvelous Designer, TopoGun, Substance Painter, Mari.
• Lighting and rendering with VRay, Mental Ray, Arnold, Redshift Marmoset and Unreal 4 and 5.

Resume PDF

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Skills

Creature ModelingCreature texturingLook DevelopmentTexturingConcept DesignCharacter ModelingSculptingCharacter DesignConcept Art

Software proficiency

Substance 3D Designer
Substance 3D Designer
SpeedTree
SpeedTree
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Mudbox
Mudbox
Arnold
Arnold
Quixel Suite
Quixel Suite
World Machine
World Machine
V-Ray
V-Ray
R3DS Wrap
R3DS Wrap
Xgen
Xgen
Substance 3D Sampler
Substance 3D Sampler
Metashape
Metashape
Mari
Mari
R3DS ZWRAP
R3DS ZWRAP
Maya
Maya
Nuke
Nuke
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer

Reel

Productions

  • Ds 2
    • Movie
      Doctor Strange in the Multiverse of Madness
    • Year
      2022
    • Role
      Asset Artist
    • Company
      Luma Pictures
  • Cod vanguard
    • Video Game
      Call of Duty: Vanguard
    • Year
      2021
    • Role
      Character Artist
    • Company
      Sledgehammer Games
  • Eternals
    • Movie
      Eternals
    • Year
      2021
    • Role
      Asset Artist
    • Company
      Luma
  • Cm
    • Movie
      Candyman
    • Year
      2021
    • Role
      Asset Artist
    • Company
      Luma
  • Sj
    • Movie
      Space Jam: A New Legacy
    • Year
      2021
    • Role
      Asset Artist
    • Company
      Luma
  • 917xqc2eoss. ri
    • Movie
      The Tomorrow War
    • Year
      2021
    • Role
      Asset Artist
    • Company
      Luma

Experience

  • Character Artist at SledgeHammer Games
    Foster City, United States of America
    April 2021 - Present

    As a Character Artist at Sledgehammer, I strive to push the quality in my modeling, texturing in characters for AAA games. I work closely with other members in my team to improve workflows. At SHG I work with scans, create game ready topology, and texture them to meet and surpass quality.

  • Modeler, Texture artist at Brain Zoo Studios
    Los Angeles, United States of America
    March 2021 - March 2021

    I was responsible for modeling and texturing with a painterly and stylized aesthetic to match according to concepts and direction provided for an unannounced AAA title. I also helped mentor and help with direction to hit the desired look and meet deadlines.

  • Character Artist (VAD) at Halon Entertainment
    Santa Monica, United States of America
    November 2020 - February 2021

    I am responsible for providing characters ready for Unreal engine. More specifically, I often had to match the likeness of the actor. I also build vehicles and props from modeling to baking and setting up materials in engine.

  • Asset Artist at Luma Pictures
    Santa Monica, United States of America
    March 2020 - November 2020

    I am responsible for providing assets required for the completion of shots for feature films including texturing, modeling, look development, UVing, scan cleanup for digi doubles, curve creation for FX, scene layout, retopologizing.

  • Character Artist at Hebru
    Los Angeles, United States of America
    June 2019 - November 2019

    I was responsible for completing a 3D character sculpts for 3D printing based on 2D concepts and/or previous 3D models. Often times I would clean and/or improve upon previously made geometry. I would optimize my models to meet specifications required for printing.