DIMA PYSARTSEV
CLASS: 3D CHARACTER ARTIST | LEVEL: MID|SENIOR
3D Character Artist with 5+ years creating realistic and stylized characters and creatures — full pipeline from sculpt to game-ready asset or cinematic render. Core stack: ZBrush, Maya, Marvelous Designer, Substance Painter, XGen, Arnold / Marmoset and UE5. Backed by 11 years leading product design in custom manufacturing, so every asset ships with real production discipline, material accuracy, and obsessive attention to detail. I also build the tools I wish existed — including DOLADU, a 161-tool desktop QA application for 3D pipelines. Clear communication, deadlines respected, ready to drop into your pipeline.
/// CONTACT LINKS
/// BASE OF OPERATIONS
- HOME BASE BORDEAUX, FRANCE
- WORK AUTHORIZATION FULL — NO PERMIT NEEDED
- DEPLOYMENT MODE ON-SITE / HYBRID / REMOTE
- CONTRACT TYPES CDI / CDD / FREELANCE MISSION
- FREELANCE STATUS SIRET ACTIVE — CAN INVOICE
- LANGUAGES EN (C1) / FR (B1) / UA (NATIVE)
/// MISSION HISTORY
-
PRODUCT OWNER / ARCHITECT / QA — DOLADU | OWN PRODUCT | 2026 – Present
Designed and shipped a desktop QA and pipeline application for 3D artists: 161 tool actions across asset inspection, Unreal export validation, look-dev and VFX, on a ~76,600-line Python/Qt codebase with a real-time 3D viewer. Core feature is a single cached project audit — ten checks, a 0–100 delivery score, and a one-click repair on every finding. Rebuilt the scan layer around a shared cache and measured the result: per-tool runtime went from 2.86 s to 0.1 s. It saves hours on every project — which is what it is actually for. Product owner, architect and QA — implementation AI-assisted. (Zero-to-One +50, QA Methodology +30, Pipeline Insight +20) -
3D CHARACTER ARTIST | INDEPENDENT | 2021 – Present
Full pipeline character creation from concept to final render. Strict retopology & UV optimization for game-ready assets. PBR workflows both stylized and realistic. Game-mechanics creator & Story influencer. PBR texturing, 3D printing prep & physical production. (Full Pipeline +50, Self-Management +20) - 3D ARTIST | DOGHOWL GAMES | 2023
Modeled low-poly weapon assets optimized for real-time engine integration. Collaborated with the core team to balance visual fidelity with game performance targets across multiple in-game assets. (Adaptation +10, Speed Learn +10) - 3D CHARACTER ARTIST | INDIE PROJECT - Novel Universe | 2021 – 2023
Translated novel-based character concepts into stylized 3D models. Prepared high-poly sculpts for 3D printing and physical board game production. (Concept Translation +15, Craft Precision +10) - LEAD PRODUCT DESIGNER: Textile | SWAN STUDIO | 2011 – 2022
Production Lead & Design across an 11-year full cycle: client → concept → costing → supplier negotiation and purchasing → technical documentation for the workshop → production control → installer briefing → handover. Around 10–15 custom projects a month, coordinating a team of about 15. Designed the standardized field measurement journal used on every client visit — pre-printed schematics, checkboxes instead of writing, a line-by-line cost breakdown and a perforated client copy — which cut order processing time by roughly half. Also designed the 18 m² showroom itself, including the vertical cornice display that let the full range fit on the wall. (Design +50, Color Management +10, Ops Command +30) - LEAD PRODUCT DESIGNER: Wood | 3.14WOOD | 2014 – 2017
Own brand of exotic-hardwood lamps, boards and utensils: sourcing rare dense timber, own workshop, full production. Lamps carved from a single block, with the internal bores calculated to avoid any cut — form like a stone or a crystal. (Tactile Bonus +10, Supply Chain +10)
/// SIDE QUESTS
- "YOURS" — COFFEE BRAND | FOUNDER | 2015
Launched a fresh-roast coffee brand from zero: suppliers, roast-to-order, craft packaging with my own label design, storage and social selling. Closed deliberately after reading the unit economics — profitable, but too thin against café margins. (Brand Launch +15, Hard Lesson: check the model before the launch) - NOVEL UNIVERSE — BOARD GAME | CHARACTER DESIGN | 2020 – 2022
Designed characters from written descriptions only — approved by the author on the first pass. Went past the brief: proposed changes to the book's characters and to the game mechanics, including a comeback mechanic that made the final rules. Production stopped by the war, not by the work. (Initiative +20, Game Design +10) - THIS WEBSITE | DESIGN & BUILD | 2024 – 2025
Game-menu portfolio with a hidden console, cheat codes and achievements — concept, design and AI-assisted build in a few weeks. You are standing in it. (Meta +5)
/// SPECIAL ABILITIES
- SEES THE PROBLEM NOBODY FLAGS. A slow process is not a given — it is a question nobody asked yet. Everyone wrote measurements on blank paper for years; the fix took one question.
- BUILDS SYSTEMS, NOT ONE-OFFS. The measurement journal, the Photoshop script, the QA software — one pattern, three decades of technology. I don't want to solve the same task twice.
- SELF-TAUGHT UNDER LOAD. The entire 3D stack learned at night, in parallel with a full-time job and a family. Software development the same way.
- CONNECTS UNRELATED FIELDS. Marvelous Designer plus eleven years of real textile. Geodesy plus showroom planning. Manufacturing plus 3D pipelines. The best ideas show up at the seams.
- DIRECTS EXECUTORS. Seamstresses and installers, furniture makers and a logo designer, a novelist, and now AI. Four completely different executors, one method.
/// CORE PROTOCOL
- 01. Find the actual goal — not the task as it was passed down.
- 02. Study the existing process exactly as it is.
- 03. Locate the real constraint — the first request is usually a symptom.
- 04. Put several options on the table.
- 05. Pick the one with the best long-term payoff, not the fastest one.
- 06. Measure the result.
- 07. Run the loop again if the number says so.
/// RECORDS
- TOOL ACTIONS SHIPPED IN OWN SOFTWARE 161
- CODEBASE BUILT IN ~5 MONTHS ~76,600 LINES
- PER-TOOL RUNTIME AFTER SHARED CACHE 2.86 s → 0.1 s
- ORDER PROCESSING TIME SAVED BY FIELD JOURNAL ~50%
- PROJECTS PER MONTH AT PEAK LOAD 10–15
- TEAM COORDINATED, FULL CYCLE ~15 PEOPLE
- FULL-CYCLE CHARACTERS DELIVERED TO CLIENTS 10+
- RENDER POST-PRODUCTION, SCRIPTED ~5 MIN
- BRANDS LAUNCHED FROM ZERO 2
/// ORIGIN STORY & BUFFS
- GEODESY & CARTOGRAPHY: Master's Degree (BAC+5), Odesa State Academy of Civil Engineering and Architecture — officially recognized in France (ENIC-NARIC). Measurement, technical drawing, spatial thinking, structured data. (Technical/Engineering Bonus +10)
- ELEVEN YEARS IN REAL PRODUCTION: Before a single polygon — fabric, wood, machines, deadlines and clients who pay. That is where materials stopped being textures. (Material Truth +20)
- TWO OWN BRANDS, BOTH CLOSED ON PURPOSE: Launched, ran, read the numbers, and shut them down with the reasons written out rather than walking away. (Risk Literacy +15)
- RESTART, MARCH 2022: Left Ukraine with no equipment and no professional network, and rebuilt the career from a laptop. (Resilience +30)
- THE AI TURN, 2024: Stopped being only a user of tools and started building them. (New Class Unlocked)
/// RESISTANCES
- CRUNCH HIGH RES
- STRESS IMMUNE
- LOW ENERGY NEVER
/// DEVELOPMENT TEAM
- AD / PM / PRODUCER / VISUAL DEV : DIMA PYSARTSEV
"I've never been a solo executor. I've always been the one who specifies the work, finds who can do it at the level required, and drives it to the result. For eleven years that meant technical documentation for machinists and installers. Now it's AI. The executor changed; the method didn't."
© 2026 DMYTRO PYSARTSEV. ALL RIGHTS RESERVED.