Senior Art Manager at Electronic Arts (EA) with 20 years of extensive experience in the gaming and visual effects industry. Known for blending creativity and technology, I specialize in character modeling and sculpting, with a strong foundation in human and animal anatomy that informs my creature concept designs.
Beyond my core expertise, I am deeply passionate about exploring advancements in generative AI, 3D printing, photogrammetry and 3D scanning. These interests drive my commitment to staying at the forefront of industry trends. I also enjoy experimenting with emerging tools in modeling, texturing, and rendering to continually refine my craft.
Work History
Senior Art Manager
Electronic Arts
April 2021 - Present
Hyderabad, Telangana, India
Mentorship & Leadership
Led a team of character artists to achieve hyper-realistic aesthetics in likeness and anatomy.
Introduced PBR workflows in Substance Painter, boosting efficiency and quality.
Supported talent acquisition, fostering a high-performing team culture.
Provided feedback through reviews and appraisals, driving team growth.
Optimized schedules with leads and production for timely, high-quality deliveries.
Production & Quality Control
Ensured consistent quality for character assets via thorough reviews.
Delivered high-profile projects like NBA Next heads, exceeding expectations.
Managed vendors as a trusted outsourcing contact.
Creative & Technical Expertise
Crafted characters and assets for WWE Universal, Terminator Genisys, and more.
Produced optimized, industry-standard game models.
Created impactful marketing materials like posters and in-game art.
Lead Character Artist
Glu Mobile
January 2014 - April 2021
Hyderabad Area, India
Hyderabad, India
Mentored and managed a team of character artist helping them to achieve realistic character in both likeliness and anatomy as well as helping them to pick up the PBR workflow in substance painter.
Assisting in talent acquisition and staffing for character team. Responsible for conducting regular employee one on one and annual reviews. Worked closely with the art lead and production team to define schedules and key milestones.
Controlled the style and Quality of the characters submitted by the team through reviews and feedbacks.
Created realistic Characters, weapons, accessories as well as stylized Characters for various games. Delivered number of finished game ready character models for WWE Universal, Terminator Genisys, Sniper X, Ultimate chef and Hercules.
Created marketing materials for game posters and in game art.
Senior 3d Modeler
Rhythm & Hues Studios
June 2008 - December 2013
Hyderabad Area, India
Responsibility
Modeling/uv photo-realistic characters,Hard Surface,Environments from image reference,scans and concepts.
Sculpting concepts for the concept art department using zbrush.
Helping out the Texture/Rigging department to make sure everything works smoothly.
Projects
Black Sky(2013)
https://www.imdb.com/title/tt2106361/
Alvin and the Chipmunks: The Squeakquel (2009)
https://www.imdb.com/title/tt1231580/
Cirque du Freak: The Vampire's Assistant(2009)
https://www.imdb.com/title/tt0450405/
Land of the Lost(2009)
https://www.imdb.com/title/tt0457400/
Night at the Museum: Battle of the Smithsonian(2009)
https://www.imdb.com/title/tt1078912/
Commercial
Wells Fargo
Chocoliebe
Iodex
Lead Character modeler
PIXION. CCL
July 2007 - June 2008
Worked on the Hero characters on a full CG movie called Mahayodha Ramayan and also managed a team of around 10 people.
Responsibility as a team lead was to check the quality of models,uv and also assign work to the team members.
3d Modeler
Acony Games
January 2007 - May 2007
Worked on a game project called Parabellum, as a modeller my responsibilities were to build characters and assets
3d modeler
Rhythm & Hues Studios
April 2006 - December 2006
Amaron3
Happy feet
Evan Almighty
3d modeler
Veda Games INC (MP, India)
August 2005 - May 2006
3d Modeller, UV layout and Facial Blend shape for the game
Mahabharata – Warrior’s Honour ( XBOX ,PC)
Modelling from concepts – Modelled some of the main characters in the game, environments, sets, props for the game. Low polygon and high polygon for generating normal maps and for cinematic.