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Los Angeles Senior 3D Character Artist | Evandro Miguel Jr.Senior 3D character artist for Los Angeles and US studios, with game, cinematic, real-time, and pipeline experience. Open to full-time roles.

Candidate profile for recruiters and hiring teams

Evandro Miguel

Senior 3D Character Artist for Los Angeles and US Studio Roles

Senior 3D Character Artist for production-ready characters in games, real-time projects, cinematic creatures, branded entertainment, and studio pipelines.

Open to full-time roles with Los Angeles and US-based studios, including onsite, hybrid, and relocation.

Strong sculptural character work with clean production handoff: readable forms, organized files, engine-aware assets, and assets other disciplines can pick up without cleanup debt.

Candidate at a glance

Candidate
Evandro Miguel
Target title
Senior 3D Character Artist
Work focus
Production-ready characters for games, film, real-time, cinematic creatures, branded entertainment, and interactive experiences
Employment interest
Full-time studio roles
Location interest
Los Angeles and other US-based studios · onsite, hybrid, or relocation
Primary role matches
Senior Character Artist · 3D Character Artist · Creature Artist · Real-Time Character Artist · Character Modeling Artist · Stylized Character Artist
Core tools
ZBrush · Maya · Blender · Unreal Engine · Substance Painter · Mari · Marmoset Toolbag · Arnold · XGen · Photoshop
Hiring signals
Sculptural quality · production handoff · technical cleanup · review communication · real-time awareness · workflow acceleration

Share note for hiring teams

Short profile text for an internal note, Slack, or lead artist review.

Evandro Miguel — Senior 3D Character Artist

Focus: production-ready characters for games, real-time projects, cinematic creatures, branded entertainment, and interactive experiences.

Availability: open to full-time roles with Los Angeles and US-based studios (onsite, hybrid, or relocation).

Strong role matches: Senior Character Artist, 3D Character Artist, Creature Artist, Real-Time Character Artist, Character Modeling Artist, Stylized Character Artist, and character-focused technical/pipeline roles.

Profile summary: sculptural character quality, clean production handoff, real-time awareness, technical cleanup, review communication, and optional workflow acceleration (scripting, automation, carefully applied AI support).

Contact: me@evandro-miguel.com
Portfolio: https://evandro-miguel.com/portfolio/
Resume: https://evandro-miguel.com/resume/evandro-miguel-resume.pdf
LinkedIn: https://www.linkedin.com/in/evandro-miguel-jr/
ArtStation: https://www.artstation.com/evandrom

Why this candidate fits a full-time character team

Evandro works as a character artist who can also think through production handoff and technical cleanup, not only final beauty renders.

He can take a character through sculpt, model, texture, presentation, optimization notes, and review communication so the next person in the pipeline gets fewer surprises.

The hiring case is production survival: characters that read on screen, move through studio process cleanly, and reduce rework for leads, riggers, animators, and tech art.

Role titles to match

Useful search strings for ATS, LinkedIn, and internal reqs.

  • Senior Character Artist
  • 3D Character Artist
  • Creature Artist
  • Real-Time Character Artist
  • Character Modeling Artist
  • Stylized Character Artist
  • Character Asset Artist
  • Digital Sculptor
  • Technical Artist (character / pipeline focus)
  • Character Pipeline Artist
  • 3D Production Artist with workflow responsibilities

Studio contexts that fit

Environments where this profile usually lands well.

  • Game development
  • Real-time entertainment
  • Film and cinematic character
  • Animation and branded entertainment
  • Roblox, UEFN, Fortnite-style, and interactive production
  • Collectibles, toys, mascots, and stylized character IP
  • Outsourcing or vendor-side character production
  • Teams that use AI-assisted production systems carefully
  • Studios that need visual quality under real production constraints

What lead artists can evaluate

Sculptural character quality

Strong forms, readable silhouettes, proportions, anatomy, and characters that communicate before heavy detail is added.

Production-ready delivery

Topology awareness, naming, materials, texture organization, export discipline, and handoff notes so another artist or technical teammate can continue the work.

Real-time and cinematic range

Real-time characters, stylized game assets, cinematic creatures, branded entertainment, and presentation-focused character art.

Review and collaboration

Comfortable with art direction notes, studio feedback, shifting priorities, and making decisions easy for leads to review and approve.

Portfolio work samples with hiring context

Role on the piece, production focus, tools, and the hiring signal each sample supports.

Troll Cinematic Character portfolio still by Evandro Miguel

Cinematic Character · 2024

Troll Cinematic Character

Role on the piece: Character artist for the full client character, from concept design through modeling, surfacing, grooming, final presentation, and animation-ready Maya handoff.

Production focus: Original character design, full asset production, cinematic presentation, and animation-ready Maya delivery.

Tools: ZBrush, Mari, Substance 3D Painter, Maya, Arnold, XGen, Photoshop

Hiring signal: Close-up creature quality, anatomy, material hierarchy, and cinematic review presentation.

Free Will portfolio still by Evandro Miguel

Real-Time Character · 2025

Free Will

Role on the piece: Character artist for the full character, from modeling and surfacing through final real-time render, under mentor supervision.

Production focus: Real-time character workflow, stylized readability, and Unreal Engine presentation.

Tools: ZBrush, Substance 3D Painter, Photoshop, Maya, Unreal Engine

Hiring signal: Real-time character read, material clarity, and engine-aware presentation beyond a still render.

Goblin Cinematic Character portfolio still by Evandro Miguel

Cinematic Character · 2024

Goblin Cinematic Character

Role on the piece: 3D character artist covering sculpt, look development, rebuild, and final render presentation.

Production focus: Commissioned creature character, facial storytelling, and Blender-ready final presentation.

Tools: ZBrush, Substance 3D Painter, Maya, Photoshop, Blender

Hiring signal: Character personality, anatomy exaggeration, and fantasy/creature presentation for review.

Real-Time Knight portfolio still by Evandro Miguel

Real-Time Character · 2022

Real-Time Knight

Role on the piece: Character artist for the full character, from modeling and surfacing through final real-time presentation, with guidance from Bruno Camara's workshop.

Production focus: Real-time knight character, armor breakup, and game-facing readability.

Tools: ZBrush, Marmoset Toolbag, Maya, Substance 3D Painter, Photoshop

Hiring signal: Game-oriented silhouette, armor readability, material separation, and real-time structure.

Coldplay Roblox Special Event portfolio still by Evandro Miguel

Stylized Event Support · 2024

Coldplay Roblox Special Event

Role on the piece: Production support artist on event-facing 3D asset delivery.

Production focus: Event-support asset production for a branded Roblox music activation.

Tools: Blender, Substance Painter

Hiring signal: Branded interactive entertainment, stylized delivery, and fast-turn production context.

Creature Studies portfolio still by Evandro Miguel

3D Concept Study · 2025

Creature Studies

Role on the piece: Creature concept artist for fast sculpt exploration and compact presentation.

Production focus: Fast creature ideation, silhouette exploration, and compact 3D concept passes.

Tools: ZBrush, Blender

Hiring signal: Form, anatomy, and shape language before polish: foundation for production character decisions.

Technical production and workflow support

Beyond character execution, Evandro can support production friction: scripting, structured documentation, automation, and carefully applied AI-assisted workflows for research, iteration, validation, file cleanup, handoff prep, and repetitive tasks.

That support is optional and stays under the studio art direction and pipeline. Artistic decisions remain human; process overhead drops when systems help.

Repeatable production stages often get significantly faster after scripting, automation, or clearer workflow design, depending on the existing pipeline.

Production support areas

  • Reference organization
  • Brief analysis
  • Asset naming checks
  • File cleanup
  • Handoff documentation
  • Turntable and review prep
  • Batch export support
  • QA checklists
  • Variation exploration
  • Production notes
  • Internal knowledge bases
  • Artist-facing tools and scripts

AI in production (support layer only)

AI is not treated as a substitute for character judgment, taste, anatomy, design, or art direction. It is used for support tasks such as reference organization, checklists, documentation, cleanup, validation, early option exploration, and workflow prototyping.

Tools and pipeline range

  • ZBrush

    Sculptural form, anatomy, creature and character detail

  • Maya

    Studio handoff, scene organization, modeling, pipeline compatibility

  • Blender

    Modeling, cleanup, rendering, automation, technical support

  • Substance Painter / Mari

    Materials, texture organization, surface development

  • Unreal Engine / Marmoset Toolbag

    Real-time checks, material read, presentation, validation

  • Arnold

    Cinematic presentation and render support

  • XGen

    Grooming awareness for cinematic characters and creatures

  • Python / scripting / automation

    Cleanup, validation, documentation, workflow support

Resume and production history

Full employment history, tools, and production notes are on the resume. Portfolio entries cover games, film-facing character work, branded digital experiences, and real-time presentation pieces. Claims about large IP stay limited to publicly supportable vendor-studio and production contexts.

Recruiter FAQ

Is Evandro open to full-time roles in Los Angeles?

Yes. He is open to full-time roles with Los Angeles and US-based studios, including onsite, hybrid, and relocation-based opportunities.

Which job titles should recruiters match?

Senior Character Artist, 3D Character Artist, Creature Artist, Real-Time Character Artist, Character Modeling Artist, Stylized Character Artist, Character Asset Artist, and character-focused technical art or pipeline roles.

What studio environments are the strongest fit?

Game studios, real-time entertainment teams, film and cinematic character teams, animation and branded entertainment companies, and studios that need strong character quality with clean production handoff.

What should a lead artist look for in the work?

Sculptural read, material hierarchy, production usability, topology awareness, organized files, review-ready presentation, and clear handoff notes, not only beauty renders.

Can he support Unreal Engine-oriented character assets?

Yes. He can support real-time character presentation, material checks, export awareness, naming, packaging, and asset review in Unreal-oriented production contexts.

Can he help with tools or workflow acceleration on a team?

Yes, when useful: scripting, automation, structured documentation, production checklists, and carefully applied AI-assisted systems. That work stays optional and guided by the studio art direction and pipeline.

How is AI used in his production practice?

As a support layer for reference organization, checklists, documentation, cleanup, validation, and workflow prototyping, not as a replacement for artistic judgment, anatomy, design, or art direction.

Does he work under NDA?

Yes. Private references, client files, and production material stay private unless public use is cleared.

How should a recruiter contact him about a role?

Email me@evandro-miguel.com with the role title, studio, location model (onsite / hybrid / remote), and any portfolio or reel preferences. Resume PDF and full portfolio are linked on this page.

Contact about a full-time role

For recruiters, talent partners, lead artists, and hiring managers: send the role title, studio, location model, and timeline. Evandro will respond with availability and next steps.

Include role title + studio + onsite / hybrid / relocation preference.

me@evandro-miguel.com