almost Beta
Josh Wallace cover
Josh Wallace

CG Supervisor / Project Lead / Sr Character Artist / TD

Namibia

Lead

Blender
Maya
Unreal Engine

Hi, I’m Josh, professional enjoyer of making pixels look expensive.

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

Creating a character from the concept to the final render focused on learning the main pipeline that a character artist has to face in a vfx production environment.

2018 – 2018

Vertex School

Character Art

This 3 month character bootcamp covers the industry standard workflows and pipelines on creating game ready props, assets and characters.