Fortnite x TMNT: a city street at night, environment by Kitbash3D

I build thesurfacesworlds aremade of.

Senior Material & Surfacing ArtistBased in Spain

Procedural MaterialsLook DevelopmentSurfacingAnimation & AAA Games

Senior Surfacing & Material Artist specialised in procedural material creation, look development and production-ready surfacing pipelines for Animation and AAA games. I deliver high-quality materials across stylised and realistic productions, building material systems that hold up both artistically and technically, in close collaboration with Art Direction, Environment and Technical teams.

Based in
Spain
Languages
Spanish (native) · English (advanced)
Download CV PDF

Experience

  1. Jun 2023 – Aug 2026

    Kitbash3D

    Material Artist

    Fortnite IP collaborations (NDA) & Kitbash3D Real World Kits

    • Built a base library of tileable procedural materials in Substance Designer for UE5 environment surfacing, across multiple art styles.
    • Surfaced props and hero assets in Substance Painter.
    • Authored real-time-optimised shaders and a reusable trim-sheet library.
    • Look development and UE5 materials for every kit.
  2. Feb 2023 – Jun 2023

    B-Water Studios

    Senior Surfacing Artist

    Ghost of Ruins

    • Stylised surfacing of characters and environments, with look development in Cycles.
    • Mentored junior and mid-level artists.
  3. Nov 2021 – Dec 2022

    23Lunes Animation

    Lead Surfacing Artist

    Original short film (NDA) · animated ads for videogames

    • Led environment surfacing.
    • Look development in Arnold and procedural shaders for characters, props and environments.
    • Defined visual standards alongside the Art Director.
  4. Jan 2021 – Aug 2021

    B-Water Studios

    Surfacing Artist

    Treasure Trekkers, Season 2

    • Surfaced characters, props and environments with look development in Arnold for a full season.
    • Owned UV review; supported junior artists.
  5. Oct 2019 – Apr 2020

    People Moving Pixels

    Shading TD Artist

    Talking Tom & Friends, Seasons 4 & 5

    • Redshift shaders and look development across two seasons.
    • Render optimisation and technical render support.

Core expertise

  • Procedural Materials
  • Character & Environment Surfacing
  • Look Development
  • Unreal Engine
  • Trim Sheets
  • Material Optimisation
  • PBR Workflows
  • Shader Development
  • Stylised & Realistic Workflows
  • Arnold & Redshift Rendering

Software

  • Substance Designer
  • Substance Painter
  • Unreal Engine 5
  • Mari
  • Maya
  • ZBrush
  • Blender
  • Arnold
  • Redshift
  • Photoshop

Education

  • 3D for Animation, Bachelor’s DegreeU-tad · 2014–2018
  • Advanced ZBrush, CourseC10 Academy · 2018

Have a surface that needs to feel real?