✨ Actively looking for new projects ✨
My name is Oskar Kuijken, Senior 3D Artist living in Belgium.
I focus on character art for various styles and subjects, working for games since 2012.
Love making art, helping people and getting better together!
Email: oskar.kuijken[at]gmail.com
Varied task as a freelancer:
- Character/Asset Modeling for Games, Figurines and Product Design.
- Tutoring/Consultations
Selected Clients:
Activision-Blizzard, Epic Games, Amazon Games, Microsoft, THQ Nordic, Hero Forge
Senior Character Artist on a stylized 3rd Person multiplayer game, built in Unreal Engine.
- Setting up/streamlining modeling pipeline
- Creating 3D models for Characters, Creatures and Customization, skinning, asset/material implementation.
- Concepting creatures, clothing, equipment.
- Creating documentation for owned tasks.
Lecturer at the Belgian game dev university “Digital Arts & Entertainment” (DAE)
Creating & Teaching a stylized art course that focuses on design principles and 3D Character and PBR Pipeline for realtime projects.
Updating & Teaching the ZBrush sculpting course.
Guiding & mentoring student projects, research & internships.
(DAE has won multiple awards for their excellence, including the coveted Best Game Design & Development School in 2017, 2018 & 2021)
- Character Artist for Skins on Fortnite Season 6.
Sculpting/Highpoly, Retopo, Unwrap, Bake, PBR Materials.
- Character artist for Supercell projects.
Freelance Character Artist on the game "Spyro: Reignited Trilogy".
Responsibilities:
- Creating and documenting workflow, basemeshes, materials, etc to streamline the creation of the ~80 Elder Dragons in the first game in the Trilogy.
- Translate 2D concepts into game ready characters & creatures.
> Hi-Res mesh, Retopo, Bake, Materials, Engine Implementation, Delivery
Freelance Character Artist on the game "Shardbound", a stylized tactics game.
Responsibility: Translate 2D concepts into game ready characters & creatures.
> Hi-Res mesh, Retopo, Bake, Materials, Engine Implementation, Delivery
3D Artist on both Helldivers and Gauntlet.
On Helldivers, Futuristic Top Down Shooter, my main focus was Player Characters and customization.
On Gauntlet, Fantasy Dungeon Crawler, main task was the full pipeline for enemy units, ranging from humans to creatures.
Position had the full creation pipeline, from concepting to in-game models in the Bitsquid Engine (Now called Autodesk Stingray)
Character Artist on the fantasy TBS game, Age of Wonders 3, with a lot of focus on creatures.
Position had the full creation pipeline, from concepting to in-game model in their proprietary Creator Engine.