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Resume

SKILLS
      [ Team  
|  Visual  |  Technical ]

Creative Direction

Art Direction

Game Design

Team Management
Outsource Art and Tech Art Management
Systems Game Design
Character Design

Gameplay Progression Systems

Customizable Character Items Pipeline
Ui 
|  Ux  Design

Concept Art
Marketing
Key Art
Art Team Mentoring

 

Sequencer  |  Cinematics
Video Editing

Level  Design

Level  |  Cinematics Lighting

Character Modeling  |  Sculpting 
Custom Material Design
Texturing

Environmental Modeling 
Special Effects
Cinematography

Illustration

Tutorials
 

 

software
Unreal Engine 5, UEFN, Soft Image, Z Brush, Photoshop, Figma, Substance Painter, Davinci Resolve, OBS, Maya, Mudbox.

EXPERIENCE

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LLamasPack Studios, 2026

Owner   Creative Director  |  Art Director

-Lead the Game Direction, Gameplay/Creative Design, & Level Design for  complete new experiences inside UEFN for FORTNITE islands.
 

"STAR WARS: Galactic Front"

Complete custom game for the Star Wars IP for Epics Games' Fortnite.

-Multiplayer with PVP & PVE
-8 unique classes  &  8 Hero Loadouts

-Cinematic Lighting

-Iconic Star Wars Locations

-Full gravity and zero-G space flight and player combat.

-Boss fights
-Custom dropship fodder enemy spawning
-Special & Ultimate Abilities per class
-Progression System
-Custom Shader Art Direction look
-Cinematics with Sequencer

 


"SQUID GAME: Uprising"
Complete custom game for the Squid Game IP for Epics Games' Fortnite.
 

-Objective based gamemode & multi levels
-Multiplayer with Dynamic Ai player substitution
-9 classes and multiple game objectives.
-Ultimate Abilities
-Progression System
-Custom Shader Art Direction look
-Tutorial Menu and pages
-Cinematics with Sequencer

Exulant Games, 2025

Art Director  | Art Team Hire

 

"Unannounced Game" - ( VR action experience )*​​

-Researched, interviewed and aided in the selection, negotiation and hiring of the character
art team.

-Lead Character Art Direction, Art Team Art Outsource Management on a series of a diverse characters needed for the game.

-Guided the team through "dailies" reviews, asset creation pipeline and asset deliveries.

-Meetings with Client to present deliveries and review feedback.
 

Modrokkr, 2017-Present

Creative Director  |  Art Director

-Lead Creative, Art Direction, Art Outsource Management on a series of a demos for a new game engine.

-Created Game, Character, Environment concepts &  art pipelines.
-Ui/Ux for entire new game engine
(Framework, landing pages, submissions, icons, pages, on-boarding | progression, shader creation, workshop customizable submission pipeline/design, logos, etc.)


 

LiveWorkshop, 2013-2018
Creative Director   Art Director

-Streamed Live Art creation from initial concept to a completed submission, mentoring the Dota 2 Art & gamer community.
=Concept Art, modeling, UVs, baking, Texturing, Materials, illustrations, thumbnails, animations, particle fx, mentoring/tutorials, community portfolio reviews etc.

Valve Software  | Steam Workshop, 2013-Present

 Art Director

"Dota 2"

-Lead a team of talented artists and drove the concept design, sculpt, texturing of the art created for Valve Software's Dota 2 for 6 years.

-Sculpting, Texturing, Marketing Illustrations, Videos, Particle Fxs, art team Mentoring / Management.

-Art Director and Lead Character Artist of team that creates character Sets, animations, special effects, and illustrations for Dota 2.

Tripwire Interactive, 2016

Cover Artist

Blue Giant Interactive, 2013

Cover Artist

 

LucasArts, 2006-2013
Lead Character Artist

 

 

 

"Star Wars: First Assault" - (First Person Shooter) " 

-Lead the character team with design, sculpt, texture, technique direction,
reviewed character artists work and mentored them.
-Created character pipeline
-Sculpted, Textured main characters / weapons
-Designed Characters and weapons / Concept Art
-Designed a unique damage system for characters
-Designed a unique customizable system for characters
-Worked with Technical artists to create our material shaders
-Reviewed outsource character work
-Reviewed animations and character skinning
-Designed the game's player Health system
-Created detailed weapon design gameplay proposals

 

 

 

 


"Star Wars: The Force Unleashed II" - Xbox360, Ps3, PC

 

Helped design characters and then went on to model and 
texture various characters for the game:
TFU II Models/Textures
- Starkiller Head Sculpt
- Starkiller Facial Blend Sculpts
- Apprentice Clone Costume
- Apprentice Evil Costume
- Darth Vader
- Proxy
- Bobba Fett
Other Key Contributions
- Cover Art Image
- Other marketing beauty renders/images used for magazine covers, 
special edition metal box, collector watches, etc.
-High poly meshes and textures where used for Blur's Cinematic Trailer and 
TV spots of Force Unleashed II.
- Recreated the Light Sabre special effects and behaviors
- Scorch mark special effects
- Rain Shader Materials and texture work implementation/design
- Lit key in game cinematic scenes
- Assisted in implementing the cloth wind shaders for the drop sequences

 


"Star Wars: The Force Unleashed- Ultimate Sith Edition" - Xbox360, Ps3, PC

 

Helped design characters and then went on to model and 
texture various characters for the game:
TFU: Ultimate Sith Edition
- Boba Fett (model/textures)
- Apprentice Tatooine Costume (Design/Concept)
Other Key Contributions:
- Cover Art / Inside Images of metal box.
- Created 10 collectable art illustrations distributed in the special edition metallic box set.

 


"Star Wars: The Force Unleashed" - Xbox360, Ps3, Psp, Wii, Ds

 

Helped design characters and then went on to model and 
texture various characters for the game:
Characters:
- Apprentice Starting Costume
- Apprentice Felucia 1
- Apprentice Raxus 1
- Apprentice Death Star
- Apprentice Ultimate Evil
- Proxy
- Kazdan Paratus
- Darth Maul
- Evo Trooper
(dirty electricity absorbing troopers)
- Rebel Saboteur
(grenade thrower rebel)
Downloadable Content Pack Characters
- Apprentice Clone Wars Animated Style
- Apprentice Uber Evil
- Darth Sion
- Kit Fisto
Renders / Illustrations for our Marketing team to used in magazines worldwide and at media events

(Comic Con Lucas Film Show Floor Lit Columns, Standees, GDC Panels, Launch Event promo character art, etc.)
Contributed to the creation of some Environment assets (Multiple Light sabres, Rogue Shadow Cockpit, weapons, etc.

 

 

 

 

Digital Extremes 2001 - 2006
Lead Character Artist
Level Designer
Special Effects Artist

 

 

 

"Warpath" - BOX, PC
Lead Character Artist
Effects Artist


Modeled, textured and uv-unwrapped a few of the characters and 
overlooked the development of others.
Textured and modeled prefabs for some of the environments of the game.
Created special effects for the weapons (muzzle flashes, hit effects etc), 
explosions (cars, rocktes, ships, energy blasts), 
water distortion shaders, fluid surfaces, blood squirts and 
sprays, decals, smoke, shields, etc ..

 

 

 

 

"Pariah" - BOX, PC, PS2
Lead Character Artist
Level Designer
Effects Artist

Provided Character Design and concepts for characters, 
some weapons, vehicles and settings in the game.
Modeled, textured and uv-unwrapped 16 characters and 
overlooked the development of others.
Textured and modeled prefabs including ships, interior walls, consoles, 
animated screens, plant life, lights, etc..
Created the Cover Art of Pariah.
Level designed three mutiplayer maps (layout, bsp, special effects, blocking volumes, lighting, etc)
and made their art sets (meshes, textures).
Created special effects for the weapons (muzzle flashes, hit effects etc), explosions 
(cars, rockets, ships, energy blasts), water distortion shaders, 
fluid surfaces, blood squirts and sprays, decals, smoke, shields, etc .. (approx. 70 different emitters)

Pariah Presentation/Demos - European Press Tour
Presented Demos and provided interviews given to the European Media.
(Live Presentations, Magazine Interviews, TV Interviews-Demos)
Two week Tour covered London, Italy, Germany, Sweden, Spain, Denmark, Holland, and France.
Two week Tour covered London, Italy, Germany, Sweden, Spain, Denmark, Holland, and France.

 

 

 

 

 

Valve Software, 1999-2000
Character/Environment Artist

 

 

 

 

 

"Counter-Strike" - PC
Modeled character meshes
Textured characters meshes
Modeled and textured Environmental Assets for an Unannounced Project

 

 

 

 

 

Maverick Developments, 1999
Lead Character Artist


"Wanted HL", A total Conversion released for Half-Life - PC
Modeled and textured characters

 

Existence
 

Half-Life Mod Project 1998-1999
Project, Art, & Design Lead

 

 

 

"Existence"  -A total Conversion released for Half-Life - PC
Design, art production, and PR
Led and directed a team that consisted of programmers, artists, 
sound artists, voice talent and level designers.
The game was featured at the Yearly Half-Life Mod Expo in San Francisco in 1999, 
where it received a cash price from Valve Software at the event.

 

 

 

 


EDUCATION

 


Art Institute , Art Institute of Toronto
Advanced Diploma
Maya based courses in Modeling, Special Effects, Rigging, Animation, Texturing, Surfacing & Lighting, etc.

 

Sheridan College, Institute of Technology
College Certificate
3D Design, 2D Design, Life Drawing, Sculpture,
Imaging Systems-Rendering, Photography, Painting.

 

Burlington Art Center
Life Drawing Sessions
4 hour long life drawing sessions with live models twice a week.

Manny Llamas

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© 2026 Manny Llamas  |   Liveworkshop

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