Athey Moravetz
I create real-time and game-ready characters and environments that balance artistic quality with technical excellence. With more than 20 years of professional experience spanning AAA console development, live-service platforms, and real-time applications, I’ve built everything from hero characters and modular customization systems to complete environments and cinematic facial rigs. I enjoy solving the creative and technical challenges that turn great concepts into polished, performant assets players remember.
3D Work
2D Work
Tangible Work
RESUME
ATHEY MORAVETZ
Lead Character Artist | 3D Production Artist
Bend, Oregon | Available for Remote Work Senior 3D Artist with over 20 years of experience spanning AAA console development and cutting-edge social metaverse platforms. Expert in end-to-end character pipelines, specialized in high-fidelity sculpting, Marvelous Designer cloth simulation, and complex rigging for both cinematic and real-time applications. Proven track record in developing modular customization systems and ARKit-ready facial animation rigs.
Technical Proficiencies
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Character Art
High-poly sculpting, organic and anatomical modeling, hard-surface modeling, retopology, and mesh optimization for mobile and console.
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Rigging & Animation
Custom rig controls in Maya, rigging for MoCap, and Unity character implementation.
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Facial Tech
ARKit and VRChat standard blendshapes, plus corrective shapes for realistic rig deformation.
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Texturing
Realistic PBR workflows and stylized hand-painted aesthetics.
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Environment Art and Props
Creation of props and full environments. Have been singularly responsible for multiple levels in AAA titles.
Software Toolkit
- 3D: Maya, 3D Studio Max, Zbrush, Marvelous Designer, Substance
- 2D/Texturing: Photoshop, Illustrator, Procreate
- Engine: Unity Character setup and implementation
Professional Experience
Character Lead | Utherverse.io
Feb 2023 – March 2026
- Architected a next-generation character customization system, developing base male and female models designed for dynamic body and facial customization by the user.
- Engineered high-complexity face rigs with full ARKit support for real-time social interaction.
- Modeled, textured, and rigged thousands of assets, including hair, accessories, and clothing, utilizing multi-LOD pipelines for performance optimization.
- Developed comprehensive skin tone variations and modular asset libraries to support diverse player identities.
Freelance Character Artist | V-Tubing & VR
2020 – 2023
- Partnered with high-profile V-Tubers to deliver bespoke, stream-ready 3D avatars.
- Managed the complete pipeline from initial sculpt to Unity-ready assets, including VRChat-standard blendshapes and clothing physics.
Lead Character Artist | Zero Transform LLC
Jan 2013 – 2020
- Headed character production for all studio projects, overseeing modeling, sculpting, and rigging.
- Provided cross-functional support for environment and prop art to ensure visual consistency across projects.
Production Artist | Sony Computer Entertainment of America (Bend Studio)
Jan 2005 – Oct 2012
- Uncharted: Golden Abyss (PS Vita):
- Focused on character art, rigging, and prop optimization for high-end handheld visuals.
- Resistance: Retribution (PSP):
- Served as Environment Level Artist, oversaw two full levels and the final boss chamber, and was sole studio Character Rigger.
- Syphon Filter Dark Mirror, Logan’s Shadow, Combat Ops:
- Developed complex facial rigs for pre-rendered cinematics in Logan’s Shadow. Executed character art, rigging, and level collision across three titles. Managed technical optimization and exporting for PSP and PS2 hardware.
Education
2002-2004
Associate of Arts in 3D Computer Animation
Digipen Institute of Technology | Redmond, WA
2000-2002
3D Computer Animation Coursework
Marycrest International University | Davenport, IA

