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Athey Moravetz

3D Work

Westin – Hand-Painted Textures
Westin – Hand-Painted Textures3d

Westin – Hand-Painted Textures

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Anime Girl – Tahlia
Anime Girl – Tahlia3d

Anime Girl – Tahlia

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Catgirl
Catgirl3d

Catgirl

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Lilith for Utherverse
Lilith for Utherverse3d

Lilith for Utherverse

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Vex Ruby
Vex Ruby3d

Vex Ruby

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ViRo Dragon Lady
ViRo Dragon Lady3d

ViRo Dragon Lady

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Uncharted: Golden Abyss
Uncharted: Golden Abyss3d

Uncharted: Golden Abyss

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Resistance Retribution (PSP)
Resistance Retribution (PSP)3d

Resistance Retribution (PSP)

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Syphon Filter Logan’s Shadow and Dark Mirror for PSP
Syphon Filter Logan’s Shadow and Dark Mirror for PSP3d

Syphon Filter Logan’s Shadow and Dark Mirror for PSP

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2D Work

Westin Drawing
Westin Drawing2D

Westin Drawing

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Cas Drawing
Cas Drawing2D

Cas Drawing

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Kort Drawing
Kort Drawing2D

Kort Drawing

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Ahki Drawing
Ahki Drawing2D

Ahki Drawing

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Tally Drawing
Tally Drawing2D

Tally Drawing

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Sehri Drawing
Sehri Drawing2D

Sehri Drawing

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Tangible Work

BJD Girl – Maki
BJD Girl – Makitangible

BJD Girl – Maki

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BJD Guy – Cas
BJD Guy – Castangible

BJD Guy – Cas

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BJD Girl – Annie
BJD Girl – Annietangible

BJD Girl – Annie

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FF7 – Map of Gaia
FF7 – Map of Gaiatangible

FF7 – Map of Gaia

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Secret Stones
Secret Stonestangible

Secret Stones

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Westeros Map
Westeros Maptangible

Westeros Map

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Chrono Clock
Chrono Clocktangible

Chrono Clock

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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

  • Character Art

    High-poly sculpting, organic and anatomical modeling, hard-surface modeling, retopology, and mesh optimization for mobile and console.

  • Rigging & Animation

    Custom rig controls in Maya, rigging for MoCap, and Unity character implementation.

  • Facial Tech

    ARKit and VRChat standard blendshapes, plus corrective shapes for realistic rig deformation.

  • Texturing

    Realistic PBR workflows and stylized hand-painted aesthetics.

  • 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