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Resume

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skills
(Visual & Technical)

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Creative Direction

Art Direction

Game Design
Character Design
Mentoring
Modeling/Sculpting 
Concept Art
Marketing
Beauty Rendering
Illustration
Outsource Art Managment
Texture Art
Level Design 
Special Effects
Tutorials
UI Design 
Environmental Modeling 
Web Design
Skinning

 

 

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software
Soft Image, Z Brush, Photoshop, Substance Painter, Mental Ray, Maya, Mudbox, Studio Max 3D, 
Dream Weaver, Unfold, Unreal Engine.

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experience

 

 

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LiveWorkshop, 2013-Present
Creative Director / Art Director

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-Lead a team of talented artists and drive the direction and look of the art created for clients in the entertainment industry.

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Valve Software  | Steam Workshop, 2013-Present

 Art Director

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"Dota 2"

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

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Tripwire Interactive, 2016

Cover Artist

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Blue Giant Interactive, 2013

Cover Artist

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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.

 

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

 

 

 

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"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.

 

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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

 

 

 

 

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Maverick Developments, 1999
Lead Character Artist


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

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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.

 

 

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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.

Manuel Llamas

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