My name is Bart Wiltenburg, 3D artist based in The Netherlands, professionally active since 2004. Primarily freelancer, but also open to fulltime/contract positions. (available for remote/offsite work only).
I'm primarily focused on prop, environment, weapons and hard surface modelling. Capable, but less focused on characters
I am comfortable working in both stylistic, as realistic art, with a preference for stylistic.
Comfortable with the major software packages and proficient in English. I'm easy to communicate with.
For Khaeon I worked various projects:
Eurocops:
To help wrap up the project I modeled and textured a character which also is featured prominently in the main menu.
The chronicles of spellborn:
Since we we're a small team, it was expected of people to be multidisciplinary. I was brought in at the start of the project and helped explore and define define the style together with conceptartists and lead art.
Conceptart: design races/mythology, characters, creatures, weapons, clothing, props.
3D art: model and texture characters, creatures, props, weapons, environment art, hero assets.
Star defense:
Responsible for modeling and texturing 2 planets.
As remote freelance artist I have worked on various small and big projects. For small indie studios, to Established AAA Studios.
Having worked for Paladinstudios as a freelancer on various projects, I was eventually asked to join the studio fulltime.
I started as a 3D artist, but grew into a Senior Artist role. For a project like: My Tamagotchi Forever, which was one of the ongoing projects, I eventually was the Senior artist on the project.
Eventually as Senior artist was responsible for all 3D art and managing and working with coders and conceptartists.
Together we´d look at how art for mini games and new features would be set up. With Design and Conceptart we´d look at what would visually work best
For Super Car Racers, working with the conceptartist, I established the look of the the characters and vehicles. Together with coders I helped with the foundation of how the models for characters and vehicles were to be setup for customization.
As an artist working for Paladinstudios, flexibility and being a generalist was required since many projects ranged in style and scope and how they where technically set up. My main focus was on characters and working on the more complex models.
Next to modelling, I also had to: rig, animate and create particle systems.