3D Game Artist · Studio + Contract

Game-ready art that ships clean, optimized, and on brief.

I’m John Hutchinson. With 5+ years inside gaming studios I build production assets in 3ds Max, Substance Painter, and Photoshop —Now recently add A.I. to  accelerate generation with Meshy 3D and Grok 3 without giving up topology, UVs, or performance.

Hard-surface + propsGame UVsAnimationUnity exportAI-assisted pipeline
5+ yrsStudio experience
9 reelsLive on this page
AI + DCCSpeed without sloppy mesh

Demonstration

Proof of skill, not just stills.

These Video below will demonstrates my skills through using 3ds max, Substance Painter, Photoshop with emphasis of clean quad topology and optimized UV layouts-Utilizing mirrored UVs, UV stacking and texture aliasing for maximum Texel density. Efficient loop animation sequences for Games.

3D modeling

Form language, silhouette, and clean topology built for games — not just renders.

ModelingTopology

Game UV unwrapping

Efficient shells, texel density, and unwraps that survive baking, painting, and engine import.

UVsTexel density

Animation

My Junior level skills in using 3ds max's cat, biped, and bones on Hand-keyed motion that loop and reads in-engine and pose clarity first.

HandKeyframing

Contract experience

Client-facing contract work — As a client facing contractor, I operate as a hired gun to create specific assets tailored to a client's needs, deliver optimized work on deadline and adapt seamlessy to the exiting art direction of the broader project.

ContractDelivery

Demonstration

Next Gen A.I Tool. Not a replacement.

These Videos will show that I have recently expanded my creative toolkit to include A.I-generated art, allowing me to accelerate concept development and deliver innovative visual solutions, by using Grok 3, chat GPT 4, Meshy A.I 3d and Gemini tools into my pipeline. 

Meshy 3D in the pipeline

AI as a multiplier — generate, then retopo, unwrap, and finish to game standards.

Meshy 3DAI assist

AI asset iteration

Faster exploration of forms and materials while keeping the artist in control of the final mesh.

IterationChatGPT

AI workflow, pass two

Second Meshy reel showing how generated bases get cleaned for production use.

CleanupGame ready

Pipeline

A stack built for ship dates.

Traditional DCC craft first. AI only where it accelerates generation — never where it cheapens topology or UVs.

3ds Max modelingCore
UV unwrappingCore
Substance PainterLookdev
Photoshop2D / textures
Animation / keyframingMotion
Meshy 3D + ChatGPTAcceleration

Directory paths

My other skills below, still one click away.

Below show more in detail of my skills and beyond. Including Non computer work like Blue-collar Jobs.

About

An independent production artist who treats every asset like it has to run.

I specialize in optimized, game-ready work: modeling, UVs, texturing, animation, and engine export. The full personal story lives on the existing About page. This landing page is built for art directors who need to see craft, pipeline, and availability fast.

Call to action

Need a contractor who can land clean assets?

Send the brief. Include engine, poly budget, deadline, and reference. A Resume should appear with my email info and contact in it.

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