César Altagracia
César Altagracia
3D Environment Artist
Austin , United States

I'm a seasoned 3D Environment Artist who transforms concepts into immersive digital worlds that tell compelling stories. Over the past decade, I've helped bring to life some of the most recognizable games and animated series in the industry, working with top-tier companies including Warner Brothers/Rooster Teeth, 100 Thieves, WayForward, Disney Junction Point Studios and Gearbox.

My expertise spans the complete environment art pipeline, from initial blockouts to final render-ready assets. I specialize in creating both stylized fantasy environments and sleek sci-fi worlds, with a particular strength in hand-painted texturing, procedural material authoring, and shader development.

My collaborative approach with art directors, technical artists, and level designers has consistently resulted in environments that not only look stunning but also enhance gameplay and player engagement.

Resume PDF

Skills

3D ModelingDigital SculptingEnvironment ModelingHard Surface ModelingLightingLow-poly ModelingTexturingUV MappingHigh-poly ModelingShadersPBR TexturingModular Asset CreationProcedural Material Authoring

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Redshift
Redshift
xNormal
xNormal
UEFN
UEFN
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Starlight Re:Volver
    • Year
      2025
    • Role
      Senior Environment Artist
    • Company
      Pahdo Labs
    • Video Game
      Bank Heist
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Bulbous Soft / Epic Games
    • Video Game
      Tower Up!
    • Year
      2023
    • Role
      Environment Artist
    • Company
      Bulbous
    • Movie
      Justice League X RWBY: Superheroes and Huntsmen Part Two
    • Year
      2022
    • Role
      Senior Look Dev Artist
    • Company
      Rooster Teeth
    • Video Game
      RWBY: Arrowfell
    • Year
      2021
    • Role
      Senior Look Dev Artist
    • Company
      WayForward
    • Movie
      Justice League X RWBY: Superheroes and Huntsmen Part One
    • Year
      2021
    • Role
      Senior Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 9
    • Year
      2021
    • Role
      Look Dev Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 8
    • Year
      2020
    • Role
      Look Development Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 7
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      gen:LOCK Season 1
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 5
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 4
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 3
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 2
    • Year
      2014
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Movie
      RWBY vol. 1
    • Year
      2013
    • Role
      Environment Artist
    • Company
      Rooster Teeth
    • Video Game
      Epic Mickey 2: The Power of 2
    • Year
      2012
    • Role
      Associate Artist Consultant (Environment)
    • Company
      Disney Junction Point
    • Video Game
      Borderlands 2
    • Year
      2013
    • Role
      Texture Artist
    • Company
      Shadows in Darkness, for Gearbox Software

Experience

  • Senior Environment Artist at Pahdo Labs
    Remote, US
    October 2024 - November 2025

    ● Architected modular 3D environment systems for Starlight Re:volver, establishing reusable asset libraries that

    accelerated level creation workflow

    ● Implemented our cel-shaded material pipeline using custom node networks, achieving consistent stylized aesthetic

    across hundreds of environment assets

    ● Collaborated with technical artists to optimize asset memory footprint, maintaining performance targets while

    preserving visual quality

    ● Delivered complete environment packages from concept to final implementation, supporting art direction requirements

    and technical specifications

  • Environment Artist at 100 Thieves
    Los Angeles (Remote), US
    May 2023 - November 2023

    ● Created environment assets for multiple Fortnite Creative projects, working within strict memory constraints while

    maintaining high visual standards

    ● Established lighting workflows for interior spaces using Unreal Engine's real-time lighting system, achieving cinematic

    quality within performance budgets

    ● Collaborated with level designers and engineers to apply environmental interactions and destructible asset systems

    ● Developed blockout-to-final asset workflows that reduced iteration time and improved cross-team communication

    ● Supported Project X development with environment art assets and technical consultation

  • Senior Look Dev Artist at Warner Brothers/Rooster Teeth
    Austin, US
    August 2021 - February 2022

    ● Transitioned environment art pipeline from traditional texturing to advanced look development workflows, improving

    visual quality and production efficiency

    ● Implemented lighting solutions from blockout through final render, standardizing practices for team consistency

    ● Supervised external outsourcing partnerships, creating quality benchmarks that reduced revision cycles

    ● Trained team members on look development techniques, developing internal training materials through

    documentation

    ● Optimized asset production pipeline, reducing average environment completion time while maintaining quality

    standards

  • Senior Look Dev Artist at WayForward
    Remote, US
    September 2021 - November 2021

    ● Delivered look development assets for the RWBY: Arrowfell multi-platform game release, maintaining visual

    consistency between game and animated series

    ● Ensured seamless integration between gameplay and cutscene environments

    ● Collaborated across studio boundaries to align art direction and technical requirements for cross-media franchise

  • Look Dev Artist at Rooster Teeth
    Austin, TX, United States of America
    January 2020 - August 2021

    I was offered the opportunity to switch positions and become a Look Dev artist in the same team. It offered me a great chance to learn about lighting and our render process, and continue working with what I love: stylized texturing. In this position I created hand painted and procedural textures, built shaders for Redshift, set up lighting for sets, optimized and cleaned up files, and set them up for the Post/VFX department.

  • Environment Artist at Rooster Teeth
    Austin, United States of America
    May 2013 - January 2020

    Worked on several 3D animated productions such as RWBY, Red vs Blue, and gen:LOCK. In charge of modeling, unwrapping, texturing, shader creation and file cleanup for environment assets and props.

  • Associate Environment Artist at Disney Junction Point Studios
    Austin, TX, United States of America
    May 2012 - September 2012

    During my time at Junction Point I created and textured props, polished outsourced assets, built shaders, blended terrain textures, and modified UV maps to accommodate our unique shaders. It also involved a lot of optimization and solving visual bugs.

  • Texture Artist at Shadows in Darkness
    Dallas, TX, United States of America
    February 2012 - March 2012

    Through being a remote contractor for outsourcing studio Shadows in Darkness, I was able to create textures for DLC content in Gearbox Software's Borderlands 2.

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