André Castel

  • 3D Technical Artist
  • Milton Keynes, UK

Who I am

Lead Artist at Two Point Studios, living and working around Farnham, UK

What I do

-Modelling, texturing and digital sculpting
-Characters and environment props
-Rigging
-Drawing
-Technical art
-Sometime adventure myself in some coding (C# / Python / Lua)

What I use

Some of the softwares I’m most familiar with:
-Autodesk 3ds Max
-Blender
-Maya
-Zbrush
-Photoshop
-Unity
-Substance Painter
…and I always enjoy learning a new one.

What I’ve done

Games:

2019 – Monopoly (Marmalade) iOS/Android
Lead 3D Artist, so had to do a bit of everything 3D/tech art related, and coordinating the teams. Implementation of the 3D art in Unity, including animations, shaders, some coding (3d tools and coded animation), visual effects and profiling.

2019 – Game of Life Vacations (Marmalade) iOS/Android
Modelling and texturing of some of the main vehicles as well as some animals and their animations

2019 – Cluedo (Marmalade) iOS/Android/PC/Switch
Egyptian Adventure theme
Modelling and texturing of part of the board / environment and some technical work in Unity

2019 – Merge Bakery (FullFat) iOS/Android
Modelling and texturing of all characters and environment

2018 – Pop Shot! Golf (FullFat) iOS/Android
Visual FX

2018 – Gravity Helix (FullFat) iOS/Android
Assets modelling and Visual FX

2018 – Pop Shot! Soccer (FullFat) iOS/Android
Visual FX

2018 – Blocky Cops (FullFat) iOS/Android
Modelling and texturing of all characters

2018 – Marshawn Lynch Pro Football (FullFat) iOS/Android 
Modelling and texturing of all characters and some marketing assets

2018 – Spin a Zoo (FullFat) iOS/Android
Modelling and texturing of some characters for marketing videos, as well as the scenes materials/lights/render setup.

2018 – Catastronauts (Inertia Game Studios) PC/PS4/XB1/Switch
Art direction, level and game design. I didn’t stay in the project until the end of its development due changing jobs.

2017 – Marshawn Lynch Blocky Football (FullFat) iOS/Android
Modelling and texturing of some characters and environments

2015 – Facility 47 (Inertia Game Studios) PC/iOS/Android
Modelled and textured assets, setup of 3D pre rendered scenes, videos for cut scenes and marketing.

2014 – Just Escape (Inertia Game Studios) PC/iOS/Android
Modelled and textured assets, setup of 3D pre rendered scenes, programmed  some of the puzzles and scenes in ActionScript/Haxe.

2013 – Darkmoor Manor (Inertia Game Studios) PC/iOS/Android
Modelled and textured assets, setup of 3D pre rendered scenes, videos for cut scenes and marketing.

2012 – Margrave: The Blacksmith’s Daughter (Inertia Game Studios) PC
Modelled and textured assets, setup of 3D pre rendered scenes, videos for cut scenes and marketing.

Animations:
Animations for museus and exhibitions in Brazil – by Archimidia
I worked in all the process of the animations, but was mostly in charge of characters.