Andre Wahl is a 3D Modeler and Texture Artist specializing in stylized game assets and production-ready real-time workflows. His core experience is centered on modeling, digital sculpting, texturing, optimization, and preparing assets for implementation in game engines.
His work spans characters, environments, props, modular asset kits, avatar systems, and 2.5D environments. Andre is comfortable taking assets from initial concept and blockout through sculpting, texturing, optimization, and final engine integration while balancing visual quality, technical requirements, and production constraints.
Supporting his specialization is a broad 3D generalist background that includes rigging, animation, lighting, shaders, technical art, scene setup, and engine implementation. This wider production experience allows him to approach modeling and texturing with an understanding of how assets will ultimately be rigged, animated, optimized, rendered, and used in real-time environments.
Andre has also served as a Lead 3D Artist, overseeing production pipelines, mentoring artists, establishing technical standards, and collaborating closely with designers, engineers, animators, and other disciplines. Even in leadership roles, he has remained actively involved in hands-on production and technical problem-solving.
His primary tools include Maya, ZBrush, Substance 3D Painter, Photoshop, Unity, Unreal Engine, and After Effects.
In addition to his industry work, Andre brings more than a decade of experience in art education and mentorship. He has served as a department director, instructor, and subject matter expert, developing curriculum and helping artists build practical, production-ready skills for games and digital media.
Andre’s primary focus is stylized 3D modeling and texturing for games, supported by the broader technical and production knowledge required to create assets that function successfully within real-time pipelines.
As the Lead 3D Artist at Global World Wide, I spearheaded the development of the fantasy real-time strategy game Kingdom Maker. Leveraging my extensive expertise in 3D design and team leadership, I played a pivotal role in creating immersive gaming experiences for our players.
Responsibilities:
• Led and mentored a team of 3D artists, ensuring the delivery of high-quality assets within project timelines.
• Modeled, textured, and rigged game-ready assets, encompassing both hard surface and organic character models, while adhering to the project's stylized visual aesthetic.
• Collaborated closely with concept artists to translate 2D designs into 3D assets, considering technical constraints and maintaining artistic integrity.
• Established and implemented project-specific best practices for asset optimization, ensuring optimal performance without compromising visual quality.
• Provided guidance and support to external production studios, facilitating smooth asset integration and maintaining consistency across the project.
As a 3D Generalist at Blipd, I leverage my broad skillset and extensive knowledge of the Unity Game Engine to contribute to various aspects of production. My primary role is as the lead 3D Modeler, responsible for creating, texturing, and rigging in-game assets for environments, characters, creatures, props, and other elements.
Key responsibilities and achievements:
• Collaborate closely with art directors and concept artists to translate their vision into detailed 3D assets.
• Create and optimize 3D models, textures, rigs, environments, and props for AR mobile applications.
• Utilize Unity as a specialist, handling terrain sculpting, environment creation, scene lighting setup, and optimization.
• Collaborate with the development team to integrate assets into the game engine and set up prefabs.
• Employ ProBuilder for level prototyping, effectively blocking out levels for initial design stages.
Notable Projects:
Shopkins: Shop 'n' Seek:
• Acted as a 3D Modeler focused on prop and environmental asset creation, aligning with the design aesthetic of the source IP.
Nashville Zoo App:
• Served as the primary 3D Modeler, responsible for the majority of 3D assets within the app.
• Developed realistic animal models and optimized rigs for mobile augmented reality.
• Created a range of props and environmental assets.
• Took ownership of the Asia environment, handling its conceptualization, layout, and the modeling of environmental, character, and prop elements.
Fat Cats:
• Assisted in file management and prefab creation within the Unity game engine.
• Contributed to the production of external art assets for promotional and advertising purposes.
• Created stylized creatures called “Kinfolk” for Kindred Fates game, meticulously adhering to the established art style
• Collaborated closely with animators and riggers to ensure proper proportions and topology for required range of motion
• Revised 2D concept art to optimize for 3D with guidance from project lead
• Translated 2D concept art and vision into accurate 3D models while maintaining consistency with the game's art style.
• Led engaging lectures and hands-on instruction, equipping students with industry-relevant 3D skills.
• Collaborated on curriculum development to ensure alignment with industry standards and student success.
• Managed and optimized the Moodle Portal, providing accessible learning resources for enhanced student experience.
• Created high-quality educational assets designed to boost student engagement and comprehension.
• 3D Animation Department Director
• Oversaw all aspects of instruction and curriculum development, maintaining the quality and rigor of the 3D animation program.
• Spearheaded the launch of the 3D Bachelor program to meet growing student demand and provide advanced learning opportunities.
• Coordinated the "Get Reel" club, guiding students in creating professional demo reels to showcase their skills for career opportunities.
• Developed comprehensive course content and lesson plans, preparing students to meet the demands of the 3D animation industry.