
Biography
Hi, I’m Josh, professional enjoyer of making pixels look expensive.
I’m a CG Supervisor, Project Lead, Senior Character Artist and TD from Namibia, Africa. 🇳🇦
I’ve been making characters and assets for a while, across film, TV, advertising and games, working on projects for Marvel, Disney, Netflix and Call of Duty.
These days I get to jump between art, tech and leadership, solving problems, building workflows, helping teams, and asking, “surely there’s a better way to do this?” far too often.
When I’m not buried in ZBrush, Houdini or whichever piece of software has decided to ruin my afternoon, I’m usually experimenting, learning something new, or figuring out how to make things work a little better.
I’m also a mentor and a big believer in sharing what I’ve learned. I love helping other artists skip a few of the mistakes I had to make the hard way.
Based in Namibia, working globally.
Character artist at heart.
Tech nerd by necessity.
Problem solver by profession.
Perpetually curious by choice.
Come say hi. 👋
Skills
Roles
- Advanced
- Advanced
- Advanced
Technical Skills
- Advanced
- Advanced
- Advanced
Software
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Advanced
- Intermediate
Soft Skills
- Advanced
- Advanced
- Advanced
Languages
- Fluent/Native
- Fluent/Native
Other Skills
- Advanced
- Intermediate
Work Experience
2026 – Present day
Manager - CG Supervisor (Part Time)
TOAS (Remote)
On TAOS we all wear many hats, but my Primary role is CG Supervisor. I make sure all CG Departments have exactly what they need and that the flow and quality stay consistent. Additionally I'm also the Head of Pipeline, Character Supervisor, and CFX Supervisor. I make sure the pipeline is robust, characters look dope, and simulations look fab, occasionally getting my hands dirty on modeling, lookdev, and shots as well.
2025 – Present day
Senior - Character Artist (Freelance)
Studio Ulu (Remote)
As an affiliated Freelance Senior Character Artist, I am responsible for making Hero level characters and Digi Doubles, for high end Game Cinematics, advertisements, Film, and TV. This covers the whole asset pipeline from Modeling, Texturing, and Lookdev, to Grooming, and Pipeline integration in whatever software or render engine the client requires.
2021 – 2025
Instructor
Art Heroes (Remote)
Likeness and facial anatomy Instructor on the Art Heroes Likeness and Mentorship programs.
2024 – 2024
Lead - Project Lead (Full Time)
Bad Rhino Studios (Remote)
As Project Lead I was responsible for training Junior Artists and provide Team Feedback and Reviews, preparing and assigning Tasks, writing Documentation and Art Bibles, improving and iterating on the Art Pipeline, and communicating directly with the Client and other internal departments to ensure all Art needs are met within the Project.
2023 – 2024
Senior - 3D Artist (Full Time)
Bad Rhino Studios (Remote)
As Sr Artist I was responsible for creating Stylized Game Ready Assets. From Blockout, HighPoly, LowPoly, Texturing, & Engine Implementation.
2021 – 2023
Senior - Character Artist (Freelance)
Able & Baker Studios (Remote)
Modeling, Texturing, Shading, Lookdev and Grooming.
2022 – 2023
Senior - CFX Artist (Full Time)
Monsters Aliens Robots Zombies (Remote)
I was responsible for grooming, hair & fur simulation, shading/lookdev, cloth simulation, and shot finaling. Since the department was small I assisted as department TD, along with my Supervisor, to build custom tools and rigs for the department.
- The Creator Film
- Percy Jackson & The Olympians Disney+
- Goosebumps Disney+
- Marvel's Antman and The Wasp Quantumania
- Marvel's Secret Invasion
- Gen V (The Boys)
- Wednesday
- Saving Bikini Bottom: The Sandy Cheeks Movie
2021 – 2021
Character Artist
Illusorium Studios (Remote)
I was responsible for Texturing, Shading, Lookdev, & Grooming, and assisted in Sculpting & Modeling on 3 hyper real characters.
Education
2020 – 2020
CGMA
Character Art
2018 – 2018
Vertex School
Character Art
