I was born in Brazil in 1982 and after a long time I found my real passion for fantastic creatures and characters. I joined some 3D classes and got my first job at an animation studio here in Brazil. After 6 years as an employee and creating my portfolio on my free time I decided to leave and work as a freelancer. Currently It's been more than 10 years working in the CG Industry and have provided services for Blur, Riot, Axis Animation, Plastic Wax, Prime 1 and Crytek.
César Zambelli was born in 1985 in São Paulo, Brazil. He started studying 3D as a hobby in 1999, when he had his first, very basic class for 3D Studio Max 2.5 R1. In 2000 and 2001 he took some other classes, and in 2006 gained a degree in graphic design. He has been working professional with 3D since 2005 with mostly advertising. Since 2008, he studies figurative modeling with Cícero D'Ávila. He nows works a freelance at his home office in São Paulo Brazil.
Even Mehl Amundsen is a freelance illustrator and concept artist working out of Copenhagen, Denmark. He focuses primeraly on character design and fantasty illustration, having worked at Volta Studio and Blizzard Entertainment. Now he works for clients like Wizards of the Coast, Games Workshop, Riot and Blizzard, amongst others and goes on sporadic viking raids here and there.
Nivanh Chanthara is a self-educated senior concept artist currently employed at Eidos Montreal where he desins characters, environments and props for the Deus Ex license. Having started out doing streetart as well as working in urban sports and fashion design in his native France, he began his career as a concept designer at Method Films on the animated series Iron Man: Armored Adventures, before relocating to Canada to work at Beenox on the videogames Spider Man: Shattered Dimensions and The Amazing Spider Man 1 and 2. He also works for the movie and TV series industry as a freelance worker.
Steve Lord is an award winning artist, and has been sculpting professionally since the age of 19. He has done work for Franklin Mint, Danbury Mint, Rhythm and Hues, Odd World Inhabitants and Frank Frazetta to name just a few. His work spans across public commissions, collectible companies, video games and fine art. He is a winner of the National Sculpture Society competition for young sculptors. He attended CalArts for animation and has apprenticed with renowned artists Dennis Anderson, Martine Vaugel and Don Gale . He currently works for McFarlane Toys creating highly realistic collectible figures. Steve also teaches ZBrush classes at ZBrushWorkshops and Uartsy. His passions extend to sculpting animals, drapery and human anatomy.
Sven Martin was born in 1976 in Wiesbaden. After his schooling, he worked in the graphics department of the public broadcaster Hessischer Rundfunk. From 1997-2002, he studied Digital Design and Animation at the Film Academy Baden-Wuerttemberg in Ludwigsburg. 2003 he directed the animated short Knight Games (Ritterschlag). After working as freelance compositor and 3D artist on films like Schnee in der Neujahrsnacht and Sass he lead the visual effects of Fateless, Tsunami, Tornado, In the Name of the King or Die Gustloff at Elektrofilm Postproduction Facilities as vfx supervisor among others. Since July 2008 he works as visual effects supervisor at PIXOMONDO in Frankfurt, responsible for the film division with main focus on creature animation. He worked with famous German directors like Leander Haußmann, Dieter Wedel, Jo Baier, Joseph Vilsmaier and Philipp Stölzl as well as for international directors like J.J. Abrams, Martin Scorsese, Lars von Trier, Roman Polanski, Jon Favreau, Zack Snyder and on-set with Steven Spielberg.
Creative Director/Owner of Entertainment Advertising Boutique - ImageMassive (Los Angeles, CA), Tomasz Opasinski has collaborated on more than 480 stunning Theatrical, TV and Gaming campaigns during the past decade that have influenced the design industry at large. Applying his visually captivating aesthetic and conceptual thinking skills to his design work and fine art, Opasinski is nothing short of a prolific design nonconformist of his generation. Prior to founding Los Angeles-based ImageMassive in 2014, Opasinski served as a Digital Artist and Creative Consultant at multiple, prestigious advertising agencies in Los Angeles and abroad. Additionally, Opasinski has been recognized by multiple professional creative associations and publications (National Association of Photoshop Professionals, 3D Artist Magazine, Computer Arts Magazine, IdN), and has served as a participant, finalist and jury member at many national and international competitions (Young Creative Cannes Lions, The Hollywood Reporter Key Art Awards, Golden Trailer Awards). When he is not involved in his craft, Opasinski is an active member in the design community as a speaker, a mentor and instructor.
Ben Mauro is a senior concept designer and production designer working in the entertainment industry, he studied industrial design and entertainment design at Art Center College of Design in Pasadena, California. After college he moved to New Zealand where he worked at Weta Workshop from 2009-2013, over that time he contributed to a vast array of Film, Television and Videogame projects such as ‘The Hobbit Trilogy’ and ‘Elysium’ among many others. He is currently working as an independent freelance concept designer where he continues to offer his design services to clients around the world including NASA, Boston Dynamics, Treyarch, Sledgehammer Games, MPC, Legendary Pictures, Weta Workshop, LucasFilm, Rhythm & Hues, Activision, EuropaCorp, Universal Pictures, Sony Pictures Animation, Insomniac Games, Design Studio Press, SyFy and Discovery Channel.
Originally from Poland, Hubert is an animation director and supervisor currently based in Los Angeles. Hubert moved to California in 2010 from Ubisoft Montreal, where he worked as animation director to join the award-winning visual effects house Blur. During the last six years at the studio, he supervised animation, animated and created layout on a variety of game cinematics, commercials and films. As animation supervisor on Prey 2 for Blur, Hubert's project was nominated for 2012 Annie Award. After over 16 years of experience in visual effects, video games and features, Hubert's passion for storytelling through animation remains undiminished. Some of his latest credits include Tim Miller's' 'Deadpool' and Joseph Kosinski's Doom trailer. Appointed in 2012, Hubert serves as an animation expert at The Polish Film Institute.
Jeremy Collins is currently a Senior Animator on World of Warcraft at Blizzard Entertainment in Irvine, California as well as a mentor at the online animation school iAnimate. In the last 12 years, Jeremy has worked on video games, feature animated films, VFX films and TV projects for a number of companies including Sony Pictures Imageworks, Disney Feature Animation and Naughty Dog. His animation can be seen in the films Tangled, Cloudy with a Chance of Meatballs, Tim Burton's Alice in Wonderland and Uncharted 2: Among Thieves, to name a few. His exuberance and passion for bringing animated characters to life is matched only by his idiotic line-by- line memorization of the 1986 movie Labyrinth, starring David Bowie. His true loves in life are his family, punk rock and sword & sorcery.
My journey with 3D started in 1996 as a hobby and since then I'm love to work in computer graphics. I have 15 years of professional experience, working as 3d generalist for environment, vehicles, characters and props, hair , digital sculpting. I worked with many styles starting from games, advertising to commercials, cinematics and films. I had pleasure to work on movies like Starwars: The Force Awakens, Avengers: Age of Ultron, Tomorrowland, Deepwater Horizon, Dr. Strange. Before that my greatest work experiences where while work on Witcher 2 and 3 (killing monsters) and Nitronation game cinematics. Before my interest to CG I spend all my life , drawing, paiting ans culpting using traditional techniceus
Star Wars: The Force Awakens..Ph: Film Frames. © 2015 Lucasfilm Ltd. & TM. All Right Reserved.
Sze has 18 years of industry experience in creating iconic heroine characters for games and cinematics. Her specializations in production are: facial expressions, fur and hair styling, character modeling and texturing, pipeline implementation, and artistic supervision. She has worked as a Senior Character Artist for Crystal Dynamics and played a key role in TressFX Hair Authoring pipeline and development for Rise of the Tomb Raider. Sze was a Lead Character Artist at Naughty Dog where she crafted cutting edge, cinematic quality characters for AAA games. She was also the first character modeling supervisor at Blur Studio for eight years. In her spare time, she enjoys painting, sculpting, jewelry design and teaching.
My name is Encho Enchev and I currently work in Ubisoft as a senior 3D and concept artist. Before Ubisoft I worked as a interior designer and I have a lot of experience in this area. I am also interested in vehicle design, racing and military technologies. Before I became a CG artist I was drawing traditionaly and also making woodcarvings. I love to travel to different countries and meet talented and creative people.
I'm a Concept artist and Illustrator from Brazil, currently working in the games industry, with clients such as Riot Games/Blizzard/Guerrilla Games/ Applibot/VOLTA/Games Workshop/ Among others, I also teach digital painting in Brazil, I have a lot of fun painting.
Maciej Gliwa is the animation supervisor at Baobab Studios.
He started his career at Studio Soi (Berlin), where he worked on the Academy Award nominated short film "Gruffalo". Soon after he joined PDI/DreamWorks to bring life to lead characters on movies like Madagascar 3, MegaMind, Turbo and Mr. Peabody and Sherman.Before joining Baobab Studios he also worked as senior animator at Oculus Story Studio and animated "Henry".
First serious commissions Marcin began to fulfill was in 2004 and in 2007 he accepted an offer from Tomasz Bagiński to work for Platige Image. For 11 years he worked on many commercials, couple animations, feature films and game cinematics for such companies as Human Ark, Ars Thanea and Platige Image. In June 2012 he began to work for CD PROJEKT RED at Witcher3
Eytan Zana is currently a concept artist at Naughty Dog Inc. Specializing in environment design, Eytan has worked on such titles as Uncharted 4: A Thief's End, The Last Of Us, and Uncharted 3: Drakes Deception. His previous clients include ILM, Paramount Pictures, Universal Pictures, Digital Domain, and Wizards of The Coast.
When not working at Naughty Dog, Eytan enjoys digital plein-air painting and traveling abroad. Eytan is always on the lookout for adventure and hopes to one day punch a shark in the face.
Jakub was born in 1980 in Cracow, Poland. He has been VFX supervisor and art director for over a decade cooperating with various studios and directors. Just after graduating from Architecture he started his career in Platige Image. He worked there on variety of projects from vfx sequences for feature films to viral videos. It was time of Jakub's cooperation with amazing directors like Lars Von Trier (vfx for "Melancholia" and "Antichrist"), Jerzy Skolimowski ("Essential Killing") or Tomek Baginski (viral film for ESA "Ambition"). In 2015 he joined Image engine team working on "Jurassic World" as Senior Composer. Jakub's most recent project is „ARES: Our greatest adventure", another viral promo film for „The Martian” feature. He has just finished work on new videoclip for Mark Pritchard with Thom Yorke.
Nadia Enis is a concept artist, illustrator, and teacher living in Berlin. Working for the entertainment industry since 2008, she specialized on video games in the last 6 years. Here she is mainly active as AD and Art Lead for the visual development of project pitches and indie games. As part of her educational work she gives talks about design theory to professionals and holds workshops for companies and events.
Tomasz Radziewicz – sculptor, concept artist, character designer. Graduated with honors from the Academy of Fine Arts in Gdańsk under Prof. Stanisław Radwański. Scholar in the atelier of Stephan Balkenhol at the Academy of Fine Arts in Karlsruhe, Germany.
For the past few years he’s been working with video game and movie related projects. In 2014 with UDock – creative studio he designed the Collector’s Edition figure for The Witcher 3: Wild Hunt, as well as a 2,5 meters high sculpture depicting the witcher Geralt fighting a Noonwraith, with the latter currently on display at the CD PROJEKT RED headquarters in Warsaw.His classical background allows him to sculpt freely in any scale, material or theme. Creator of monumental statues including the Józef Piłsudski Monument in Gdańsk, The Monument of the Pope John Paul II in Przemyśl and Kazimierz Deyna Monument in Warsaw. Radziewicz is an active member of the international sculpting scene, with his works featured at a variety events worldwide including Poland (Gdańsk), Israel (Rehovot), Germany (Karlsruhe) and France (Grasse).
Nick Gindraux is a concept artist based in Los Angeles. He currently works for the studio Naughty Dog, where he has worked on Uncharted 4 and The Last of Us. He has also done freelance and contract work for various films and theme parks.
Furio Tedeschi is a concept artist at Paramount, where he is currently working on Transformers 5: The Last Knight. With Over 15 years' experience he also previously worked at BioWare Montreal on the new Mass Effect: Andromeda and other developers including Blitz Games and Krome Studios, and VFX facility Mr. X Inc, and has worked as a freelance artist for wide range of companies including 343 Industries, WB Games, Gameloft, Blur Studio, McFarlane Toys and Sapphire Technology, and on movies like Pacific Rim.
Yangtian Li is a freelance illustrator and concept artist working in the entertainment industry. She has worked on games including Call of Duty: Black Ops III, Vainglory, Figureheads and multiple mobile games. She has also worked on book illustrations and magazines.
Tor Frick is a 3D generalist and concept designer, with more than ten years experience in the entertainment industry. Over the years, he have worked in many roles, ranging from technical and environment art to Art direction. Games he have contributed to include Far Cry 3, The Division, Bulletstorm, Gears of War: Judgement, Fallout 4 and Doom. He worked as art director on the last two Wolfenstein games, Wolfenstein: The New Order and Wolfenstein: The Old Blood, and machines and scifi are his biggest passions in art. Tor is currently living in Uppsala, Sweden, where he is working as a freelance artist and designer in the games and film industry.
Born 1979 Bartłomiej Gaweł is an artist, illustrator and art director. He graduated in Sculpture at the Academy of Fine Arts in Wrocław. He began his career working as a drawer in Tequilla Polska advertising agency and discovered concept art 2 years later. For the last 9 years he has been working for CD Projekt Red, currently as Principal Concept Artist. He worked on every instalment of “The Witcher”.
Matt specializes in designing and sculpting heroic characters and creatures for Games, Visual Effects and Collectible Figures. He was a Senior Character Artist at Industrial Light & Magic where he worked on the film Jurassic World (2015). During his stay at ILM, Matt contributed to Creature Sculpting, Hero Digital Doubles, Hair & Fur styling and Texture Painting. Before ILM, he spent three years working with AnatomyTools.com assisting in the creation of 1/6th scale anatomy figures. When Matt is away from the studio, you will find him 3D Printing, sculpting, drawing and playing his classical guitar.
Born in Warsaw, Poland in 1985. After obtaining his Bachelor Degree in Architecture he decided to drop out of University and follow his dream of becoming a full-time artist. He has been working professionally since 2008, at the beginning mostly as a Concept Artist and Illustrator for the Advertising Industry. He then focused completely on the world of Animation. His credits include the role of the Art Director for the „Age of Empires Online” (Microsoft/Axis Animation) cinematic trailer, and Color & Lighting Artist for „Halo 4 Spartan Ops” (Microsoft/Axis Animation) animated series, to name a few. In 2013 he started working as a Concept Artist with The SPA Studios doing Visual Development for Feature Animated Movies for studios like Warner Bros. and Paramount Animation, helping shape Original Stories, and Art Directing projects like „Klaus”.
Marek is an illustrator and concept artist based in Warsaw, Poland. He has worked on a variety of projects ranging from films, book covers, paper RPGs, card games, board games and of course, video games. Madej has worked with several prestigious companies including Platige Image, Metropolis Software, Breakpoint, Human Ark and Ars Machina.
Born in Bydgoszcz, Poland in 1984, CG modeler with 7 years of professional experience. Very passionate about movies, drawing, sculpting and creating in a general sense. First serious assignments came when working for Platige Image on various commercials and game cinematics for The Witcher series among other projects. Currently working for Framestore in London, enjoying a variety of tasks including modeling characters, clothes and spaceships for feature films.
Svetla Radivoeva was born and raised in Sofia, Bulgaria. Ever since she was little, she had a strong passion for drawing and animation. She began her career as a clean-up and in-between animator at a small studio in Bulgaria, and then trained in 3D animation for video games. After completing an advanced character animation online course in 2010, she moved to Belgium and started working in the feature animation industry. In 2011, she was hired as a character animator for Walt Disney Animation Studios in Burbank, California. She has animated on such hit movies as Wreck-it Ralph, Frozen, Big Hero 6, Zootopia and the upcoming Moana. Svetla still retains her strong passion for drawing, and continues to sketch and illustrate regularly.
Krzysztof Rusinek was born in 1980 in Poznań. He started studying animation in Poznań University of Arts in 2001. Since his first year of school, he started working in the CG industry, gaining more and more professional experience. Having graduated from University, he joined Platige Image. There, he was mostly responsible for character animation but, later on, also worked as a generalist on multiple tasks, including modeling, texturing, rendering, matchmoving, simulation and compositing. After several years there, he started to work as a freelance artist, building a wide network of connections for future projects to come. At the moment he is the co-founder and Art Director at AlchemiqStudio, working with some of Poland’s biggest companies. He constantly develops new skills, finding and redefining his true passion for CG every day, over and over again.
After 3 years of living out his dream as a character concept artist at Riot Games, Anton was looking for a new way to tell stories to League of Legends players. Having designed the visuals for a number of champions, skins and champion updates, he yearned to apply the skills he developed in the Film Production program at NYU. He crossed paths with an ambitious Brand Manager, who wanted each new champion release to stir the hearts of millions worldwide, but lacked the resources. Facing challenges together and learning from mistakes, Anton helped pioneer the Champion Promotions team as it grew from 2 to 18 people, and gained the capacity to produce multiple story and gameplay assets each year. Supporting the team in creative, production, and art direction roles, Anton continues to lead the amazing internal and external talent to produce some of the most-viewed animated character trailers for League of Legends. His ambition for storytelling isn't going away anytime soon!
Concept artist, illustrator and co-founder of Division 48 studio. He started his career in 2007 as a Concept Artist in Techland.
Grzegorz worked on such titles as Call of Juarez: Bound in Blood, Dead Island and Call of Juarez: The Cartel. Together with his brother Marcin they founded their own studio in 2010 and started creating animations, illustrations and promotional materials for a variety of clients. His portfolio includes projects such as The Witcher 3: Wild Hunt, Dying Light, Call of Juarez: Gunslinger, Might & Magic X: Legacy and Might & Magic: Heroes VII.
He worked with companies like CD PROJEKT RED, Blizzard, Dark Horse, Platige Image, Ubisoft oraz Juice. He’s passionate about modern CG techniques as well as a more traditional format. In his spare time, he likes to work on private projects.
Co-owner, generalist and problem solver in Division 48 – the Wrocław based animation studio. During his time at the studio, he has had an opportunity to work on games like The Witcher 3: Wild Hunt, Dying Light, Call of Juarez: Gunslinger, Might & Magic: Heroes VII and more. Fascinated by the many different fields of creativity, from model making to animation, illustrations to virtual reality, he’s always focused on telling interesting stories.
I’m senior lighting artist in CD Projekt Red. Switched from film and commercials industry to games almost 3 years ago. Before that I was a VFX Supervisor and Lead of 3D department mainly focused on lighting and compositing. Last 8 years before CD Projekt Red I worked for Swedish post-production company - The Chimney Pot - which some of you may know. That what I'm doing now is the answer for my personal question - where is that point, where VFX and Games meet and blend together...?
Alex Rabb is founder / producer and managing director at Digic Pictures. After getting a degree as Programming Mathematician he worked as a programmer for a few years in Hungary. In 1996, Alex has joined Digital Domain in the USA as a digital artist and contributed to several Hollywood blockbusters, including Titanic. Between 19982000 he was part of Square Pictures working on the Final Fantasy: The Spirits Within, the groundbreaking CG movie. From 20002002, Alex was overseeing movie productions as VFX producer, including Terminator 3: Rise of the Machines.
In 2002 Alex founded Digic Pictures and since produced more than 100 trailers/ shorts and ingame cinematics.
David Ringeisen is the Lead of Previsualization Unit at Digic Pictures. Studying arts from an early age, he got his MasterDegreeinAnimationatM OMEBudapest, graduating with the Siggraph Jury Award winning animated short, Paper World. Today he is a Doctoral student, researching the field of interactive nonfictional storytelling at the institute. David joined Digic in 2012, where he has been working on various projects as Director Assistant, Cinematic Director and Lead of Previs since.
Peter Sved has been with Digic for over seven years, of which he's been the company's Project Director for the past four and a half years. With a strong background as a CG generalist, his previous positions at Digic include working as Shot TD, Crowd TD, and Assistant Director. A lover of filmmaking and an Australian Hungarian double citizen, Peter gained a Masters Degree in Animation from Australia's premiere film institute AFTRS in 2004, after which he moved back to Budapest for personal reasons only to serendipitously find out a little later that a place called Digic exists just a stone's throw from his house. Lucky? Yep.
Tamas Varga was born in Budapest, Hungary, in 1978, and from early childhood he was interested in building things whether from Lego or from airplane model kits. Discovering computer graphics in the early '90s, he quickly realized that this was the career he wanted to pursue.
After getting his first job in game development in 2000, he joined Digic Pictures in 2004 as a Character Modeler and worked on awardwinning trailers and cinematics for games like Call of Duty, Assassin's Creed, Destiny, Mass Effect, and The Witcher; and also contributed to the CG animated feature Final Fantasy XV: Kingsglaive. Today, he's the Lead of Character Division at Digic, supervising all aspects of production, and also specializing in character modeling and facial rigging.
Jay Hosfelt is a lead animator currently working at Epic Games. He starting working on video games over 20 years ago in Dallas TX. He began as a generalist who modeled, textured, lit, rigged and animated. He quickly realized his passion was animation, which is where he turned his full focus. Twelve years ago he moved to Raleigh, NC to work at Epic Games and has been there ever since. He was the lead animator on the Gears of War series and is now the lead animator on Paragon, Epic's new free to play MOBA.
Self-educated concept artist and digital illustrator born in Poland. Launched her career as a freelancer, but quite short after that she started working as a full time concept artist in video game industry. For the past 6 years she’s been working on variety of projects including some indie games, card games, paper rpg’s, book covers, AAA strategy games. Client list includes: Paizo, Reality Pump, Fantasy Flight Games, Ballistic, Future Publishing, SEGA, Creative Assembly, Games Workshop.
Currently leading the concept art department on Total War: Warhammer at Creative Assembly, located in Horsham, UK.
Jerzy Drozda Jr (aka Maltaannon) is a technical director, 3d generalist, motion graphics and visual effects artist based in Warsaw, Poland. Combined with his extreme creativity, razor sharp technical skills and relaxed teaching style, Adobe After Effects (his weapon of choice) make him one of the top After Effects educators in the world today. Being passionate about technical aspects of various arts, Jerzy is the unsung hero of many projects and success stories stretching from sound and music design, through story telling, to anything that ends up on silver or computer screen.
Illustrator, author of animation and video clips. Invited to the prestigious group of WACOM Evangelists and ADOBE Influencers. He has several dozens animations (among others: for HBO, TVP, Requiem Records, Leica Gallery) as well as many illustrations for press and covers. The originator of a series of animations called Masters of Art by Wacom. Shares his knowledge in numerous lectures and demonstrations. In a free time he is traveling the world driving bus camper and practicing street art.
Wojciech Magierski - digital atrist / art director. Lives and works in Krakow. His illustrations are published in graphic magazines in Poland and abroad. In quite a short career reached, among others, two significant successes - his projects have been published on the cover of a magazine Advanced Photoshop in the UK and Computer Arts in Poland. He writes lessons and records video courses for the younger generation of designers. His work focuses on photo manipulations and digital illustrations. He is an active participant in the International Design Collective - Slashthree. His portfolio can be found at www.magierski.pl.