Portfolio

Some construction site game props for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

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Construction Site props

Some construction site game props for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

Some game props for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

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Transport Containers

Some game props for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

Satellite Dish game prop for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

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Satellite Dish

Satellite Dish game prop for a personal study.
-Maya, Substance Painter, Marmoset Toolbag

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

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Tentacles Infected Concept

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

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Bloater Concept

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

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Skeletal Infected Concept

Concept in Zbrush for one of the “special infected” enemies for an upcoming game called “Against All Odds”
-Inertia Game Studios

A generic zombie model to be used as a base for the game’s other “normal zombies”.
-3ds max, zbrush, photoshop

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Generic Zombie

A generic zombie model to be used as a base for the game’s other “normal zombies”.
-3ds max, zbrush, photoshop

Some outfit variation based only on different textures, reusing the same model.

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Survivor Outfits

Some outfit variation based only on different textures, reusing the same model.

Character for an upcoming game, this model is being used as a base for the different outfits currently in production.

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Survivor Character

Character for an upcoming game, this model is being used as a base for the different outfits currently in production.

Sculpture initially used as a rendered asset for a social game. On my spare time I took it a bit further on Zbrush sculpting.

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Saint Francis Statue

Sculpture initially used as a rendered asset for a social game. On my spare time I took it a bit further on Zbrush sculpting.

Simple building using the same tools and techniques as the other house, and used for the same prototype.

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Simple Building

Simple building using the same tools and techniques as the other house, and used for the same prototype.

A simple level used for a game prototype as a way of testing modular assets and level design inside Unity.

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Simple House Level

A simple level used for a game prototype as a way of testing modular assets and level design inside Unity.

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Facility 47

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Underground Storage

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Facility 47

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Facility 47

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Roof Access

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Facility 47

Screenshot from my first game called “Spacious”.

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Spacious

Screenshot from my first game called “Spacious”.

I modelled, textured, rigged and animated.
Character developed for a short animation.

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Carlinhos

I modelled, textured, rigged and animated.
Character developed for a short animation.

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

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Hall

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

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Landing

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

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Child Bedroom

I was in charge of modelling the assets and building the pre-rendered scenes for the game.
-Escape from Darkmoor Manor

3D asset, part of a scene of the game.
-Escape from Darkmoor Manor

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Bureau

3D asset, part of a scene of the game.
-Escape from Darkmoor Manor

Character developed as a personal project.

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Cowboy

Character developed as a personal project.

3D asset, rendered for a puzzle part cancelled project.
Sculpted in Zbrush.

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Amulet

3D asset, rendered for a puzzle part cancelled project.
Sculpted in Zbrush.

3D asset, rendered for a puzzle part of the game.
-Margrave: The Blacksmith’s Daughter

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Bookcase Door

3D asset, rendered for a puzzle part of the game.
-Margrave: The Blacksmith’s Daughter

Mech/character part of a short cut-scene.
-Margrave: The Blacksmith’s Daughter

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Spider Mommy

Mech/character part of a short cut-scene.
-Margrave: The Blacksmith’s Daughter

3D assets, part of a scene.
-Margrave: The Blacksmith’s Daughter

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Wine Cellar

3D assets, part of a scene.
-Margrave: The Blacksmith’s Daughter

Modelled, textured and rigged the characters.
-Archimidia

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Museu das Minas e do Metal

Modelled, textured and rigged the characters.
-Archimidia

Modelled, textured and rigged.
-Archimidia

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Old Tin Man

Modelled, textured and rigged.
-Archimidia

Modelled, textured and rigged.
-Archimidia

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Doe

Modelled, textured and rigged.
-Archimidia

Scene of an animation.
-Editora COC

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Amanita Muscaria

Scene of an animation.
-Editora COC

Part of my head anatomy studies.
Sculpting in Zbrush.

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Skull

Part of my head anatomy studies.
Sculpting in Zbrush.

A short demo of the rig used to animate the survivor and zombie characters for a game.

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video
Character’s Rig

A short demo of the rig used to animate the survivor and zombie characters for a game.

Edited the trailer which also shows parts of the opening cutscene I worked on.

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video
Facility 47 – Trailer

Edited the trailer which also shows parts of the opening cutscene I worked on.

Animated and edited this trailer. It also shows some of the scenes in-game.

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video
Escape from Darkmoor Manor – Trailer

Animated and edited this trailer. It also shows some of the scenes in-game.

Video showing how Carlinhos character rig works.

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video
Carlinhos Rig

Video showing how Carlinhos character rig works.

Blog

About

Who I am

My name is André Victor Geuer Castel, 30 years old, living in Ely (Cambridgeshire, UK) and working right now as a Technical Artist at Inertia Game Studios. I mostly work with art for games and animations, but I love working on some small games, apps and prototypes on my own.

What I do

-Character Creation
-High and Low poly modelling
-Texturing
-Game props/assets
-Game environments
-Humanoid and complex rigging
-Animals/Creatures rigging
-Coding (C#, Maxscript, Javascript and ActionScript3)
-Basic Animation

What I use

Some of the softwares I’m most familiar with:
-Autodesk 3ds Max
-Zbrush
-Photoshop
-After Effects
-Unity3D
…and some I’m getting used to:
-Autodesk Maya
-Substance Painter / Designer
-Unreal Engine 4

What I’ve done

Games:
-Facility 47 (2015) – Inertia Games Studio
Modelled and textured most of the assets, built the 3D pre rendered scenes, videos (cut scenes and marketing).

-Spacious (2014)
My first experience creating the whole game by myself in Unity3D.

-Just Escape (2014) – Inertia Games Studio
Mobile game, I modelled the scenes and some assets. Did some programming as well (ActionScript / Haxe).

-Escape from Darkmoor Manor (2013) – Inertia Games Studio
Assets, 3D pre rendered scenes and videos.

-Margrave: The Blacksmith’s Daughter (2012) – Inertia Games Studio
Assets, 3D pre rendered scenes, animations, videos and special effects.

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