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Eduardo Pacheco-Morales
Eduardo Pacheco-Morales
3D Artist
Redmond, United States

Summary

I'm a 3D artist with a passion for the small imperfections in the world that give character to an object. Giving story to a world is what I love to do the most, so my phone gallery is made up of examples I see everyday for me to replicate or inspire me to place it into my own work.

Software proficiency

Maya
Maya
3ds Max
3ds Max
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Illustrator
Illustrator
After Effects
After Effects
Spine 2D
Spine 2D
ZBrush
ZBrush

Experience

  • 3D Artist at HypGames
    Snohomish, US
    May 2023 - August 2024

    Authored and integrated meshes, textures, and trim

    sheets for multiple environments.

    Documented asset creation processes for team.

    Partnered with drone footage company to process

    environment scans into usable game meshes.

    Collaborated with art directors to implement consistent

    style across multiple levels.

    Optimized geometry and textures for quality

    performance on mobile platforms.

  • Producer at Microsoft
    Redmond
    July 2022 - January 2023

    Created and managed vendor asset lists for character,

    environment, and tech art teams.

    Reviewed and provided feedback on vendor assets.

    Managed external partner collaboration; driving weekly

    meetings, determining deliverables, and coordinating

    deadlines.

    Organized assets in Shotgrid and ADO to accurately

    track asset processes and completion.

    Authored documentation on Shotgrid usage,

    development processes, and technical setup guides.

    Led daily art review meetings and provided asset

    feedback.

  • Environment Artist at Lakshya Digital
    Bothell, United States of America
    November 2020 - July 2022

    Modeled low, high, and mid poly 3D assets using Maya

    and ZBrush.

    Created and modified textures using Substance

    Designer, Substance Painter, and Adobe Photoshop.

    Validated textures in engine to ensure desired quality

    and effects were attained.

    Integrated completed assets into various proprietary and

    commercial engines.

    Authored specification documents to guide

    implementation details for partner teams.

    Reviewed and provided feedback for assets created by

    outsource teams.

    Recorded best practice art workflows during preproduction phase of project.

  • Environment Artist at Camouflaj
    Bellevue, United States of America
    September 2018 - March 2020

    Modeled both high and low poly 3D assets using Maya,

    3ds Max, and ZBrush.

    Utilized studio tools to create LODs, aggregates, and

    export assets and resources for game utilization.

    Created, modified, and applied asset textures and

    materials using Substance Designer, Substance Painter,

    and Adobe Photoshop.

    Arranged assets in scenes in Unity to test scale,

    composition, and quality.

    Corrected and completed assets provided by external

    development partners to ensure studio's quality

    standards were met.

    Engaged in playtest sessions to debug art assets and

    provide feedback for design and programming.