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Mager Kamel Aquino
Mager Kamel Aquino
Digital Character Artist
Montreal, Canada

Summary

Professional character artist/19+years
Games|Cinematics|3DConcept
Work @ Haven studios Montreal
SCMO

I'm Mager, a senior digital character artist with 19 years of experience in the AAA game industry. Since 2006, I’ve specialized in high-resolution digital sculptures and next-gen character optimization, with a focus on main heroes and narrative-driven characters.

Throughout my career, I’ve contributed to numerous AAA titles and prototypes, collaborating with concept artists, art directors, technical directors, and animators to deliver production-ready assets. I also work on 3D concepting for visual development and support early-stage pipelines for new IPs.

Beyond production, my true passion lies in personal projects, where my creative direction and storytelling through art direction decisions can reach their fullest potential. These projects give me the freedom to explore original ideas, define my own visual language, and craft unique narratives—where I feel most creatively fulfilled.

Skills

Character ModelingCreature Modeling3d conceptingcharacter supervisorArt DirectionConcept DesignAnatomytechnical artHard Surface ModelingArt quality controlHigh-poly ModelingCloth SimulationClothing Design3D ModelingTexturingLow-poly ModelingTexture BakingRetopologyart R&Dart benchmarkstool testing / R&DSharing Knowledgecharacter face modelingzbrushsubstance painter texturing

Software proficiency

ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Marvelous Designer
Marvelous Designer
R3DS Wrap
R3DS Wrap
3ds Max
3ds Max
Blender
Blender
Fusion 360
Fusion 360
Keyshot
Keyshot
Marmoset Toolbag
Marmoset Toolbag
Unfold 3D
Unfold 3D
xNormal
xNormal

Productions

    • Video Game
      ASSASSIN'S CREED VALHALLA
    • Year
      2020
    • Role
      Character artist
    • Company
      Ubisoft
    • Video Game
      Prototype_03 ( July 2017 - February 2020 )
    • Year
      2020
    • Role
      Character artist / 3D concepting
    • Company
      Ubisoft
    • Video Game
      watch Dogs 2
    • Year
      2016
    • Role
      (Worked on main hero face,Worked on blend shapes and worked on 2 story line characters (Wrench+Josh)
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Far Cry 4
    • Year
      2014
    • Role
      Character modeler artist
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Watch Dogs
    • Year
      2014
    • Role
      Character modeler artist (Worked on main hero and many story line characters)
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Assassin's Creed III
    • Year
      2012
    • Role
      Character modeler artist
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Prototype_Testing_02
    • Year
      2012
    • Role
      Character modeler artist (Main Hero)
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Prototype_Testing
    • Year
      2010
    • Role
      Character modeler artist (Main Hero)
    • Company
      Ubisoft Montreal Studio
    • Video Game
      Tom Clancy's Splinter Cell: Conviction
    • Year
      2010
    • Role
      Character modeler artist (
    • Company
      Ubisoft Montreal Studio

Experience

  • Senior Character Artist at Sony Haven Studios
    Montreal, Canada
    August 2021 - Present

    Working on full character pipelines

    Creating Amazing characters

  • Character Artist / Expert at Ubisoft Montreal Studio
    Montreal, Canada
    September 2006 - July 2021

    Since 2006, I had the chance to work on AAA games as a character Artist. I also worked on some prototypes to be able to try to push the quality in many different areas. Most of my time was dedicated to work on main heroes and main story line narrative characters. I also did many NPCs and a lot of different digital sculptures. I was doing both high resolution models and low resolution models for the game, which I also textured for many purpose (sometimes for marketing directly and sometimes as a base for the marketing department. I also had to texture for the in-game cinematic. I had the chance to work with many talented concept artist and art director who motivated me to make awesome detailed work. I had to respect concepts and work with them so that they get exactly what they were searching for. I had the chance to also 3D concept myself in many occasion for different types of designs. I had to respect technical guidelines and work with technical directors and character team leads to test and refine pipelines. I can't express how much positive it was to work with a lot of talented artists in the game industry.