Website powered by
Eddie Muñoz
Eddie Muñoz
Advanced Senior Character Artist
Austin, United States

Skills

Art DirectionConcept ArtCharacter ModelingCreature ModelingOutsourcingRetopologyCreature DesignUV Mapping

Software proficiency

Modo
Modo
Photoshop
Photoshop
Corel Painter
Corel Painter
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
3ds Max
3ds Max
CLIP STUDIO PAINT
CLIP STUDIO PAINT
Maya
Maya

Experience

  • Principle Character Artist at Azra Games
    Remote
    December 2024 - March 2025

    ▪ Established the art style and technical approach for a stylized creature collection game, defining sculpting language, shape design, and shader solutions.

    ▪ Collaborated with concept artists to refine visual fidelity, documenting best practices and evaluating AI tools to enhance efficiency in a Unity-based pipeline.

  • Senior Advance Character Artist at Jackalope Games
    Remote
    December 2022 - December 2024

    ▪ Developed and maintained the hard surface character pipeline for the Warhammer IP in Unreal Engine 5, setting artistic standards and documentation from project inception.

    ▪ Designed and tested customization workflows for modular assets, proposing solutions for scalable content creation.

  • Senior Character Artist at Mutant Arm
    Remote
    August 2022 - December 2022

    ▪ Reworked existing character models for artistic and technical fidelity, delivering solutions for real-time performance constraints.

    ▪ Led shader prototyping efforts and authored R&D documentation for internal teams.

  • Senior Character/Creature Artist at Aspyr Media
    Austin
    December 2019 - July 2022

    ▪ Led creature development for Star Wars: Knights of the Old Republic Remake, establishing visual and technical standards, delivering high-fidelity boss-tier assets, and designing proxies for outsourcing that reduced feedback cycles by ~20%.

    ▪ Supported early facial modeling tasks using a FACS-based facial system, refining shapes for high-quality in-game facial rigs.

    ▪ Authored internal documentation and shared resources for the creature pipeline, presenting workflows and best practices to the broader character team.

  • Senior Character Artist at Rooster Teeth Games
    Austin
    May 2018 - September 2019

    ▪ Created all character proxies for Vicious Circle, enabling early problem-solving in animation, design, and silhouette before final modeling began.

    ▪ Proposed and visualized a new stylized art direction by presenting 3D sketches and concept targets, which directly led to a team-wide pivot from realism to a more cohesive stylized aesthetic.

    ▪ Delivered 6 final characters, including sculpting, texturing, shading, and exposing animation-driven parameters for use in engine.

    ▪ Developed FX-focused shaders such as holograms and scrolling textures to support gameplay clarity and style.

    ▪ Collaborated with the environment team to produce organic assets, including tiling texture maps and modular "tumor" props, with matching shader support.

    ▪ Authored technical documentation and visual guides for outsourcing partners and internal onboarding.

    ▪ Partnered with design to implement a dynamic dye system supporting 40+ color variants across multiple mesh configurations.

  • Character Artist at QC Games
    Austin
    March 2016 - May 2018

    ▪ Led R&D for character asset workflows, identifying and proposing scalable solutions to improve performance, customization, and production speed.

    ▪ Designed and implemented a modular layered material system, reducing texture memory usage and enabling broad character variation through parameterized material blending.

    ▪ Authored 30+ core materials and shader functions forming the foundation of the character pipeline, adopted and extended by multiple departments.

    ▪ Created detailed documentation and onboarding guides to support internal adoption, new hires, and external vendors.

    ▪ Modeled weapons, outfits, and major boss characters, often owning high-visibility content and setting benchmarks for asset quality and technical implementation.

  • Character Artist at Carbine Studios
    Aliso Viejo
    August 2012 - March 2016

    ▪ Modeled and implemented creatures, weapons, and mounts for WildStar, with a focus on visual clarity and modularity.

    ▪ Led the integration of armor across 7 player races, ensuring consistency in deformation and texture fidelity.

  • Character Artist at 38 Studios
    Providence
    May 2011 - May 2012

    ▪ Owned the optimization and finalization of 120+ player hair assets, refining the baking and texturing pipeline to improve quality and significantly reduce turnaround time; consistently delivered ahead of schedule on a complex, high-volume task.

    ▪ Assisted with modeling and texturing of creature and weapon assets during production pushes, helping the team stay on schedule.