Blender
Modeling, sculpting, retopology, rigging, lighting, and presentation.
About Jack
I’m a 3D generalist and game developer in Pennsylvania, USA, specializing in character art. I also model environments, props, hard-surface assets, creatures, and complete scenes, and I’m comfortable working across the full game-ready pipeline.


The short version
I started in Blender more than ten years ago as a Five Nights at Freddy’s accuracy modeler. That obsession with shape, proportion, and tiny details grew into a broader character-art practice.
Today I build stylized characters and creatures, but I also work across environments, props, UI, and game implementation. My favorite projects sit between playful and unsettling: expressive enough to remember, but grounded enough to work in a real production pipeline.
On Don’t Fret, I collaborated with concept artists to translate designs into 3D, refine forms for in-engine readability, sculpt higher-detail passes, and prepare optimized assets. That kind of cross-discipline problem solving is where I do my best work.
I care about a clean result, but I also care about how it gets there—clear topology, practical decisions, and a character that keeps its personality after the technical work is done.
Core toolkit
Modeling, sculpting, retopology, rigging, lighting, and presentation.
Character materials, readable surfaces, and production texture work.
Real-time look development, character testing, and final in-engine presentation.
Game systems, interface work, asset integration, testing, and full-project development.
Let’s work together
Tell me what you’re building, what stage it’s in, and where you need help. The form opens a ready-to-send email draft.
jackplaygames1@gmail.com