David Saiz

Senior Artist




Work experience

Paloma Studios

Project: Unannounced

Senior artist Jan 2018 - Current


Project: TheBlu

Senior artist Jan 2018 - July 2018
- Modeled and textured a wide variety of assets. From hard surface hero assets to organic creatures.
- Contributed to layout and staging of different gameplay areas.

Universal Arts School

Instructor Nov 2017 - Current
I teach the Videogame Art Masters where we cover Maya, Zbrush, Substance, Photoshop, Marmoset and Unreal from fundamentals to delivering production ready assets focusing on PBR production pipeline for games.

Skills that are taught during the Masters are: Modeling, unwrapping, texturing, sculpting, rigging, lighting, intro to animation.

Alliance Studio / Blizzard / Rhythm & Hues

Project: Giant Overwatch Promotional Statues, Rhythm & Hues / Prana dome theater attractions

3D Artist, Previsualization Artist May 2015- Mar 2016
- Part of the CG team that redesigned 3 Overwatch characters to look like action figures.

- Redesigned, modeled and prepared assets for 3d printing at massive scale.

- Designed and implemented production pipeline to facilitate realtime previewing of previsualization for dome theater style attraction rides withing Maya using Oculus DK2.

- Worked directly with Director to establish the scene, define layout and work on final camera animation. -

Environment, creature and object modeling, texturing and animation.

Halon Entertainment

Project: Mass Effect New Earth 4D ride

Lead Asset artist Oct 2015 - Dec 2015
- Model, texture and rigging of several hero and background assets.

- That includes character, prop and environment mdeling. All assets used PBS shading parameters and maps. All assets required the highest fidelity because the final output used in the ride is 4K at 60 FPS.

Sony Online Entertainment

Project: Planetside 2

3D Generalist Apr 2014 - Oct 2014
-Worked on Planetside 2 dealing with large number of assets and ensuring  they not only looked great but that they worked with the technical specifications for their proprietary engine.

-Organized and adapted a huge amount of assets for the PlayerStudio portion of the game. As a result I had to create a system to keep all those assets organized and be able to keep track of them.

- I was in charge of rigging and skinning new vehicles.

Big Block

Projects: Subaru Commercial, Hyundai Walking Dead Chop Shop

3D Artist May 2013- Nov. 2013
- Modeled and textured assets for the Walking Dead Chop Shop game. Items like a 50 cal machinegun, spinning saw blades, door spikes, solar panels, etc.
-Modeled and  textured high poly realistic environments and lighting and rendering of different cars for commercials and TV spots.

Heavy Iron Studios

Projects: Disney Infinity

3D Artist Feb2013- Apr. 2013

- modeling, texturing, animating, working with  FX and optimizing existing assets to fit some tight limitations.


Projects: The Sims 3 Pets and Sims 3 Store Team, The Sims Medieval and Pirates and Nobles Adventure Pack

Environment Modeler  Jan 2010-May 2012

-I modeled and textured  objects, props, buildings and terrain.

-Collaborated with various departments to create functional rigs for animation, as well as working on assets that could then be passed to a number of different teams.

-Collaborated with different disciplines to create and implement complicated objects that require

special rigs, new animations and which the player could edit.

-During the expansion Pirates and Nobles I was left as the sole Environment Artist in this project and inherited all artistic and technical responsibilities regarding environment art.

Cereal Studio

Multimedia Designer Nov 2004 - Nov 2006

-Web design

-Motion graphics in presentations for clients (After Effects and Flash)

-Photo and render retouching

-Graphic design (logotypes, business cards, etc)


Vancouver Film School  2007- 2008 Diploma in 3D Animation and Visual Effects

Universidad Iberoamericana 2000-2004 Bachelor's Degree in Graphic Design


High poly sub-d modeling for hard surface assets

Modeling in-game characters and assets

Efficient UV mapping

Digital sculpting of anatomy and cloth

Baking clean normal maps

Creating textures for Physically Based Rendering pipelines and hand-painted art directions

Rigging, skinning and weighting

Lighting and rendering

Time line and node base compositing.


Maya, XSI, 3D Studio Max, Unreal Engine 4, Unity, Zbrush, UV Layout, Crazybump, Photoshop, Substance Painter, Substance Designer
Mari, Mental Ray, VRay, Perforce, Shotgun, After Effects, Nuke, X-Normal, Illustrator, Flash, Dreamweaver.

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