"Patrick" Start Time 0 secs (Real time render of boy from Skydance VR game Archangel, 30K Tris)
I worked as the main Character Artist for the Patrick character model. My responsibilities included modeling, texturing,
and combining work from other artists. Credit to Digital Domain and Skydance Interactive artists.
Software: Maya, Zbrush, Substance Painter.

"Pirate" Start Time 20 secs (Real time render of pirate personal work, 64K Tris)
This character model was made to showcase my Marvelous Designer skills. I modeled, textured, and designed the
character.
Software: Maya, Zbrush, Substance Painter, Marvelous Designer

"Sean" Start Time 34 secs (Real time render of soldier from Skydance VR game Archangel, 30K Tris)
Working from a High Rez character model created by Digital Domain's concept artist, I modeled a game rez character
and textured for Unreal. Credit to Digital Domain artists.
Software: Maya, Zbrush, Substance Painter.

"Eris" Start Time 47 secs (Cinematic clips from Bungie's Destiny Game)
I worked as lead cinematic modeler at the studio Prologue for this Bungie Destiny Cinematic. My responsibilities
included working on the Eris character model and Oryx ship deck environment. Credit to Bungie and Prologue artists.
Software: Maya, Zbrush.

"Samurai" Start Time 1 min 2 secs (Real time render of Samurai, 52K Tris)
Working on a proof of concept project, I modeled, textured, and designed this character model.
Software: Maya, Zbrush, Substance Painter.

"Welder" Start Time 1 min 16 secs (Real time render of welder from VR game Archangel, 6K Tris)
I modeled, textured, and designed this prop.
Software: Maya, Zbrush, Substance Painter.

"Zombie" Start Time 1 min 29 secs (Real time render of Zombie, 30K Tris)
Working on a proof of concept project, I modeled and textured this character model.
Software: Maya, Zbrush, Substance Painter.

"Fuel Cart" Start Time 1 min 43 secs (Real time render of fuel cart from VR game Archangel, 15K Tris)
I modeled, textured, and designed this prop.
Software: Maya, Zbrush, Substance Painter.

"Ookla" Start Time 1 min 56 secs (Real time render of the character Ookla, 55K Tris)
I modeled and textured this character for portfolio development.
Software: Maya, Zbrush, Substance Painter.

"Concrete Genie" Start Time 2 mins 10 secs (Game clips from Pixelopus PS4 game Concrete Genie)
I modeled the first pass for Concrete Genie's main character. My responsibilities included High Rez and Game Rez
modeling, UV generation, and Normal Map generation.
Software: Maya, Zbrush, xNormal.

"Atreus" Start Time 2 mins 21 secs (Game clips from Sony's PS4 game God of War)
I worked as a remesh lead at Sony for the Atreus character. My responsibilities included scan alignment, topology
transfer, blendshape cleanup, and overseeing other Sony artists.
Software: Maya, Mudbox.

"Deacon" Start Time 2 mins 30 secs (Game clips from Sony's PS4 game Days Gone)
I worked as remesh lead at Sony for Deacon and other characters. My responsibilities included scan alignment,
topology transfer, blendshape cleanup, and overseeing other Sony artists.
Software: Maya,Mudbox.

"Destiny Prologue" Start Time 2 mins 38 secs (Environment/Prop models from Destiny Cinematic)
I worked at the studio Prologue as lead cinematic modeler for this Bungie Destiny Cinematic. My responsibilities
included creating the Asteroid model, damage modeling/model finishing for the satellite, and working on the large
space ship. Credit to Bungie and Prologue artists.
Software: Maya, Zbrush.
setstats
Craig Dowsett
Model and Surfacing Artist
Contact
Images
Biography
Resume
Demo Reel