A distributed team supporting multiple studios and pipelines worldwide.
Teams are assembled based on production needs, tooling, and schedule alignment.
Our Team
AAA Calibre Professionals
How We Build Teams

James MacLeod
Founder of Vertpaint with experience at Digital Extremes and Rockstar Games, leading studio vision and delivery.
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Graeme Palmer
Experienced production leader overseeing delivery, team performance, and client outcomes across projects.
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Sean Davies
Hard surface artist with 11+ years in games, focused on high-quality sci-fi assets and pipeline improvement.
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Hannah Bryant
Business strategist driving client relationships, project success, and long-term partnerships.
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Chanel Brown
Communications lead shaping messaging, storytelling, and brand voice across Vertpaint projects.

Bart Polak
Creative director bridging design and production to ensure cohesive, high-quality project execution.

Joe Neville
Character artist specialising in realistic anatomy, materials, and production-ready game assets.
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Makhosethu Sibanda
Character artist specialising in realistic anatomy, materials, and production-ready assets for games.

Lukas Kutschera
Digital sculptor creating high-end characters and creatures with strong anatomy and form.
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Ranjit Ghosh
Senior character artist with film and game experience, delivering high-quality assets and workflows.
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Tobiasz Wisniewski
3D artist producing cinematic and optimised models across a range of Vertpaint projects.

Christian Tammekand
Technical artist specialising in tools, pipelines, and real-time production workflows.

Ioannis Stamatelis
Environment artist supporting asset creation and world-building workflows.

Ankita Dutta Mou
Junior environment artist supporting the creation of high-quality, production-ready game environments.

Nikita Gritsun
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Aleksandrs Jerjomins
Unreal Engine specialist building performant environments, tools, and real-time systems.

Jesus Orillan
Senior Environment Artist passionate about crafting immersive game worlds, with a focus on storytelling through composition, light and detail.
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Kyle Hall
Versatile 3d Artist with a passion for sculpting and organics.
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Aristeidis Chrysikopoulos
Hard surface artist creating AAA environments, vehicles, and production-ready assets.
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Javier Oquendo
Hard surface artist focused on clean modelling, precision, and production-ready assets.

Sarah McCulloch
Is a Hard Surface and Concept Artist specialising in vehicles and industrial sci-fi environments with 12+ years in the industry.

Ari Targownik
Illustrator focused on characters in sci-fi and fantasy settings.

Danny Chan
BAFTA-nominated & Senior Concept Artist designing all things hard-surface environments and props for world-building.
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Petar Cakic
Character technical artist focused on rigging, shaders, and efficient production systems.

Luke Dickson
Houdini artist focused on procedural workflows that remain flexible, directable, and artist-friendly.

Nick Pattas
Technical artist blending art and code to craft high-quality, optimized in-game VFX and shaders.

Nagaraju Kusuma
Animation lead delivering high-quality animation systems and direction across projects.

Klym Portasov
Animator
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John DellaRosa
Technical Animator responsible for all things rigging in both in and outside engine.
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Max Cutler
Designer shaping gameplay systems and creative direction across projects.
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Seth Cutler
Senior level and audio designer crafting player experience through gameplay and sound.

Luke Bazalgette
Lead Systems Designer for our premium co-development studio. Leading a team of fellow Designers of all disciplines. Working on exciting new IPs with industry veterans and top-tier developers.
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Luke Botham
Blueprint nerd, hidden Unreal tickbox finder.

Andrea Pennati
Level Designer who loves building spaces that can enhance every aspect of the player experience.

Darrell Timms
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Ben Macdonald
Gameplay programmer specialising in Unreal Engine systems and gameplay implementation.

Eliza Preston
Generalist programmer supporting gameplay systems, tools, and technical development.
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Owen Craig
Generalist gameplay programmer focusing on Unreal Engine base systems and features.

Xuechi li
A gameplay programmer specialising in AI and gameplay tooling. I like to find my mark through obstacles when it comes to technical problems in game development.
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Gabe Rodrigues
Web developer building responsive, interactive websites using modern tools and workflows.

Colin Chang
Producer who thrives off making world-class video games and working with teams that always strive for excellence.

Dave Chin
Bringing both operational insight and a real passion for building world-class teams to the table.
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Lukasz Wisniewski
Technical support specialist managing infrastructure, systems, and production reliability.
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Chico Spans
Chico brings a lifelong passion for creativity to everything he touches. At Vertpaint, he stands out as a versatile 3D artist with a sharp eye for detail and a deep love for visual storytelling. Whether he’s building assets, shaping environments, or fine-tuning visual polish, Chico consistently delivers work that elevates our projects and turns heads.
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James Smith
James is an exceptional Hard Surface Artist at Vertpaint, combining technical precision with artistic flair. With deep expertise in high- and low-poly modeling, UV mapping, and PBR texturing, he consistently delivers stunning, production-ready assets.
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Oleg Koreyba
As a character artist at Vertpaint, Oleg Koreyba focuses on the fine details that define realism. From creating the heroine’s highly detailed hands for HUD close-ups to developing PBR textures, veins, and real-time card-based hair and fur for Gretchen, he combines scan data with sculpting and technical expertise. His work helps set the standard for the studio’s characters.
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Francesco Artusato
Francesco is our vehicle concept specialist, bringing both creativity and technical skill to every design. He has a superb eye for blending striking visuals with practical functionality, turning ideas into high-quality, innovative concepts. His work consistently pushes boundaries while keeping form and function perfectly in balance.
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Sonny Matthews
Sonny is a Senior Systems Designer specializing in 3Cs, Gameplay, and Combat Design. With deep expertise in Unreal Engine and Gameplay Ability System (GAS), he focuses on architecting and prototyping scalable gameplay frameworks that enable responsive and engaging combat systems.

Sorana Elena Corbu
Senior Vegetation and Environment artist focused on realistic foliage, photogrammetry, and optimized production pipelines.

Isak Jansson
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Alberto Muñoz
Senior Gameplay animator with 7+ years of experience specializing in creature animation, combat, and locomotion. Focused on crafting animations that balance gameplay requirements with the project's artistic vision.
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Raymond Chen
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Borna Bekan
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