For studios. The whole asset, one person.
What a studio needs to know before booking an interview: what I cover, how I deliver, on what terms I work and how to check all of it without a single meeting.
- years of experience
- 7
- clients
- 11+
- engines
- Unreal · Unity
The facts
What you ask before you call.
- Role
- Senior CGI Artist · characters, props and environments
- Experience
- 7 years in production
- Setup
- Remote full-time · freelance per project · on-site in Valencia
- Based in
- Valencia, Spain (EU) · CET
- Availability
- Immediate
- Engines
- Unreal Engine · Unity
- Software
- Blender · Substance Painter · Cinema 4D
- Delivery
- FBX · GLB · source .blend · 4K textures
- Funbox
Why interview me
Four reasons, all four verifiable.
- 01
I cover the asset end to end
Modelling, UVs, textures, rigging, animation and in-engine optimisation. No need to split a piece across three people or wait for someone else to rig it.
- 02
You can audit me without a meeting
Every model in the portfolio opens in the browser and can be inspected: texture, shading, topology, skeleton and weights, with real face, quad and engine-triangle counts.
- 03
I deliver for engine, not pretty renders
FBX for Unreal and Unity, GLB for the web and the source .blend. Textures up to 4K and meshes built for realtime and VR, which is where I have spent these years.
- 04
Seven years on client deadlines
I have shipped work for FC Barcelona, Cupra, Securitas Direct, Visyon (Mediapro Group) and the Abu Dhabi Air Force. Fixed deadlines, visual standard kept, no drama.
Art test
Before interviewing me, put me to the test.
Send me one of your concepts, in the style your game uses, and I will send the finished model back. Free and with no strings: you see how I fit your style and your pipeline before spending an hour on an interview.
- One concept, the model back
- In your engine format
- No cost, no commitment
Or email me directly at hola@alexalvarez3d.com


