Hi there!
I'm Kambru and I'm a 3D Game Artist with experience creating production-ready assets for indie games.
I specialize in non-human characters, creatures, machinery and robots. I have a degree on Industrial Design, so I can iterate and design assets with modularity and ease of use in mind.
I enjoy working on stylized projects more than photorealistic ones, and I have experience on Unity and Godot asset pipelines.
My work is 100% human made, no AI involved in any stage of the process.
I can handle the full pipeline, including:
- Design and Concept Art
- High poly sculpting
- Clean modeling and retopology
- Efficient UV packing
- Material maps baking (and RGBA channel packing)
- Rigging
- Animation
- Engine-ready export for Unity and Godot
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These are some of the projects I have recently contributed to:
Mars Tactics
On Steam: https://store.steampowered.com/app/1727760/Mars_Tactics/
I worked on this project as an animator (and rigger) making +60 animations for human and robot characters.
I had to rig the robot models from scratch (humanoid and quadruped), and animate the preexisting human rig, with extra focus on the feel and weight of the characters.
Here's the link to a review from Mars Tactics developer, Manhole, about working with me as an artist.
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The Witch Simulator
On Steam: https://store.steampowered.com/app/4906800/The_Witch_Simulator/
I was tasked with designing and creating a cockatrice model, based on a pre-existing chicken model that already came rigged and with animations. I remade the textures, baking the original ones onto a new map, and using it as a base for the new material texture that also has reptile characteristics. The main challenge was making sure none of the animations broke on the new model, and that the extra body-parts were animated too.
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BALSEO: The Sea Beyond
On Steam: https://store.steampowered.com/app/4338640/BALSEO_The_Sea_Beyond/
For this game, I created the main character model from scratch, (based on the concept art provided by the client).
The main challenge for this one was that all the previous animations from the placeholder character had to keep working on the new model, despite the difference in proportions. Fortunately it came out great, requiring only minimal adjustments on a couple of specific animations, instead of needing to remake all of them, saving a lot of time and money.
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Capybara against humanity
On Steam: https://store.steampowered.com/app/4165210/CapybaraTD/
For this project, I designed and developed the capybara main character from scratch, replacing an AI generated placeholder model.
I also created environmental assets, including a modular wooden bridge that optimized the level generation process with minimal impact in performance. The game is made in Godot, and the bridges follow a curve that can be adjusted to automatically generate new paths for the levels.
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If you have an indie project that could benefit from my skills and experience, don't hesitate to contact me!
I don't mind working on one off projects, but longer term collaboration or contract work would be ideal for me. In any case, you can send me a message and we can work something out.
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If you want to see more of my work, you can do so on my:
ArtStation: https://www.artstation.com/kambru
and Instagram: https://www.instagram.com/yacarekb/
If you're interested in contacting me, or would like me on your team, you can contact me here on reddit via DM, send an email to [camilabrugnoli@gmail.com](mailto:camilabrugnoli@gmail.com) or message me on any of my socials. Both my Discord and Telegram handles are @ kambru
LinkTree: https://linktr.ee/kambru