Studio production
In-studio pipeline work: asset blocking, polish, and game-ready presentation for shipped environments and props.
3D Game Artist · Studio + Contract
I’m John Hutchinson. With 5+ years inside gaming studios I build production assets in 3ds Max, Substance Painter, and Photoshop — then accelerate generation with Meshy 3D and ChatGPT without giving up topology, UVs, or performance.
Demonstration
These Video below will demonstrates my 3D modeling skills through clean quad topology and optimized UV layouts-Utilizing mirrored UVs, UV stacking and texture atlasing for maximum Texel density.
In-studio pipeline work: asset blocking, polish, and game-ready presentation for shipped environments and props.
Form language, silhouette, and clean topology built for games — not just renders.
Efficient shells, texel density, and unwraps that survive baking, painting, and engine import.
My Junior level skills in using 3ds max's cat, biped, and bones on Hand-keyed motion that loop and reads in-engine and pose clarity first.
Unity-facing export discipline: scale, collision-ready meshes, and assets that hold performance after they leave DCC.
Client-facing contract work — scoped, iterated, and delivered against studio briefs.
Demonstration
These Videos will show that I have recently expanded my creative toolkit to include A.I-generated art, allowing me to accelerate concept development and deliver innovative visual solutions, by Grok 3, chat GPT 4, Meshy A.I 3d and Gemini tools into my pipeline.
AI as a multiplier — generate, then retopo, unwrap, and finish to game standards.
Faster exploration of forms and materials while keeping the artist in control of the final mesh.
Second Meshy reel showing how generated bases get cleaned for production use.
Pipeline
Traditional DCC craft first. AI only where it accelerates generation — never where it cheapens topology or UVs.
Directory paths
Below show more in detail of my skills and beyond. Including Non computer work like Blue-collar Jobs.
About
I specialize in optimized, game-ready work: modeling, UVs, texturing, animation, and engine export. The full personal story lives on the existing About page. This landing page is built for art directors who need to see craft, pipeline, and availability fast.
Call to action
Send the brief. Include engine, poly budget, deadline, and reference. I’ll reply with scope and a start window.