Sculptural character quality
Strong forms, readable silhouettes, proportions, anatomy, and characters that communicate before heavy detail is added.
Candidate profile for recruiters and hiring teams
Evandro Miguel
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.
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
Three pieces that cover cinematic creature work, real-time character presentation, and branded interactive production.

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

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

Branded interactive entertainment, stylized delivery, and fast-turn production context.
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.
Useful search strings for ATS, LinkedIn, and internal reqs.
Environments where this profile usually lands well.
Strong forms, readable silhouettes, proportions, anatomy, and characters that communicate before heavy detail is added.
Topology awareness, naming, materials, texture organization, export discipline, and handoff notes so another artist or technical teammate can continue the work.
Real-time characters, stylized game assets, cinematic creatures, branded entertainment, and presentation-focused character art.
Comfortable with art direction notes, studio feedback, shifting priorities, and making decisions easy for leads to review and approve.
Role on the piece, production focus, tools, and the hiring signal each sample supports.

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.

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.

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.

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.

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.

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.
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.
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.
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
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.
Yes. He is open to full-time roles with Los Angeles and US-based studios, including onsite, hybrid, and relocation-based opportunities.
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.
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.
Sculptural read, material hierarchy, production usability, topology awareness, organized files, review-ready presentation, and clear handoff notes, not only beauty renders.
Yes. He can support real-time character presentation, material checks, export awareness, naming, packaging, and asset review in Unreal-oriented production contexts.
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.
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.
Yes. Private references, client files, and production material stay private unless public use is cleared.
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.
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.