Mager Kamel Aquino
CVPORTFOLIO 3D ArtPORTFOLIO DOMINANCE™SERIES PORTFOLIO

Mager Kamel Aquino

Senior Character Artist
Montréal, Québec, Canada
Download PDF

About

I’m a Senior Digital Character Artist working in AAA games since 2006, with experience spanning concept development, character production, and final rendering. I’ve contributed to main characters, narrative characters, and NPCs alongside talented teams, while continuing to refine my craft through personal projects, visual storytelling, and technical exploration.

I also explore how emerging technologies, including AI, can support creative ideas and new ways of working. Each project presents its own process and tools, making clear what I created by hand and where AI contributed.

Experience

Haven Studios | Sony
Permanent Full-time · 5 yrs 1 mo
Montreal, Quebec, Canada
Senior Character Artist | Fairgames
2021 – 2026
Hybrid

Collaborated with the art team since early production to support character goals, working under the project’s creative and art direction to contribute to early 3D concepts and test models for visual inspiration.

Le Campus ADN
Contract Part-time · 4 mos
Montreal, Quebec, Canada
Practical Lab Instructor
2020 – 2021
Hybrid

Supported the course instructor during character art labs, answering student questions and helping students with their 3D modeling workflows.

Ubisoft Montréal
Permanent Full-time · 12 yrs 11 mos
Montreal, Quebec, Canada
Senior Character Artist | Tom Clancy’s Rainbow Six Project
2020 – 2021
Hybrid

Joined the core team during pre-production to help develop an early version of the main protagonist, delivering high-resolution assets within franchise guidelines.

Senior Character Artist | Assassin's Creed Valhalla
2020
Hybrid

Assisted the character art team late in production with high-resolution modeling, texturing, baking for some main narrative heads.

Senior Character Artist | Unannounced Project
2017 – 2020
On-site

Worked alongside the character team on hard-surface modeling, organic modeling, texturing, and 3D concepting tasks.

Senior Character Artist | Watch Dogs 2
2014 – 2015

Worked with the character team on main and narrative characters under technical constraints.

Senior Character Artist | Far Cry 4
2014

Joined the character art team late in production to assist with the development of some narrative characters and NPCs.

Senior Character Artist | Watch Dogs
2012 – 2014

Worked with the character team on main and narrative characters within production pipeline constraints.

Senior Character Artist | Unannounced Project
2010 – 2012

Worked with the Art Director and a concept artist during pre-production, utilizing provided Egyptian historical references to help translate concepts into the initial 3D visual style execution.

Senior Character Artist | Assassin's Creed III
2012

Joined the character art team late in production to assist with the modeling of one secondary narrative character.

Character Artist | Unannounced Project
2009 – 2010

Worked with the team to assist with modeling for the main protagonist and supported various digital sculpture projects.

Junior Character Artist | Tom Clancy’s Splinter Cell: Conviction
2006 – 2009

I started as a Junior Character Artist assisting highly talented senior character artists with props and NPCs, and was trusted over time to work alongside them on main and co-op narrative characters.

Special thanks to Pascal Beaulieu, Hau Nghiep Phan, Horia Trandafir, Daniel Bordeleau, Jacques Marcoux, Jean-Francois Arseneau, The Chinh Ngo, and all the team for their deep passion for the craft, generous knowledge sharing, and invaluable artistic and technical guidance that truly launched my professional journey and deepened my passion for character art.

Software Skills

Software Skills
ZBrushBlenderAutodesk 3ds Max3ds MaxMarvelous DesignerMarvelousSubstance 3D PainterSubstance PainterAdobe PhotoshopPhotoshopAutodesk Maya (basics)Maya (basics)Wrap (R3DS)xNormalMarmoset ToolbagMarmosetUnreal EngineUnrealPerforceAdobe Premiere ProPremiere ProDaVinci ResolveAnthropic Claude / CodeClaude / CodeOpenAI ChatGPTChatGPTGoogle GeminiGeminiPerplexityGrokHiggsfield

Education

NAD, School of Digital Arts, Animation and Design - UQAC
3D animation and Design for Video Games, Character Modeling Art
2004 – 2005

My experience spans a broad range of 3D workflows, with a particular focus on character creation.

Languages

English
Professional working proficiency
French
Full professional proficiency
Spanish
Full professional proficiency

3D Art Portfolio

My name is Mager Kamel Aquino. I’m a professional Digital Character Artist with experience dating back to 2006, creating 3D characters from concept development to final rendering, with hands-on experience across the stages in between, including AAA game production.

This portfolio brings together selected professional contributions and personal work, featuring characters, creatures, and 3D concepts across a range of artistic styles and production environments.

AI Art Portfolio

This section explores how I use AI image and video tools to develop creative ideas through artistic direction, experimentation, and many iterations. The challenge is bringing a specific vision into focus, refining details and maintaining consistency without losing what already works. I bring my artistic experience to that process while learning the tools, making projects possible that I couldn’t produce alone. I present this work separately from my 3D portfolio so the role of AI is clear.

Tool Ideas Portfolio

I’ve been working with 3D and creative software since 2006. Along the way, I’ve often imagined tools I wished existed and ideas I wanted to explore, without the programming background to build them. AI is opening that door, giving me ways to experiment with ideas I previously couldn’t develop on my own.

This section brings together those explorations, from stories and creative concepts to scripts and potential apps, with images, videos, and prototypes showing their progress. I approach them with the same care as my artwork, learning new skills and discovering what AI can and cannot do. I hope something here sparks an idea for someone else. If an experiment becomes a usable tool, I’ll make it available here.