• 3D Models

    3D Models

    I love creating 3D models. It doesn't matter what I am sculpting: hard surface, organic, props or environments when I begin to sculpt I just feel in the zone. The amount of satisfaction I get from making something into 3D that only existed on flat paper is indescribable. Read More
  • Tech Art

    Tech Art

    Every studio has their own idea of what a Technical Artist does. The easiest way I have found to explain my role and duties is to say "I'm a problem solver". A Technical Artist is the conduit between programmers and artist. I have an aptitude for both fields... Read More
  • Previous Projects

    Previous Projects

    I started my career in 2007 working on a small social MMO called Vside for a studio called Doppelganger. During this time I worked primarily as a Character Artist responsible for modeling, texturing and skinning many of the player art assets. Read More
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Previous Projects

Studios I've Worked For

I started my career in 2007 working on a small social MMO called Vside for a studio called Doppelganger. During this time I worked primarily as a Character Artist responsible for modeling, texturing and skinning many of the player art assets. I excelled at this studio for several years until I got catapulted into a new job.

That new job placed me in the role of Technical Artist working for several studios under the Warner Bros. Games umbrella. Beginning with Snowblind in 2009, I worked on LOTR: War in the North as a key player rigging the majority of characters in the game. This was followed by some work on an unannounced title for Warner Bros. Games. Finishing strong in 2012 with Guardians of Middle-Earth released under Monolith. I passionately pursued my job responsibilities scripting, rigging, skinning and providing technical support to the Character and Animation teams.

Monolith, Snowblind, WB Games, Doppelganger
Microsoft, Turn 10, Nintendo

  • Analog Studios
    I worked as a Technical Artist at Analog Studios, developing technical art solutions for mixed reality experiences across platforms such as Apple Vision Pro and HoloLens. My work focused on Unity-based XR pipelines, real-time optimization, character rig and tool development, and bridging artistic vision with the technical requirements of immersive, performance-critical MR applications.
  • Probably Monsters
    I worked as a Senior Advanced Technical Animator at Probably Monsters, contributing technical animation and rigging solutions for a highly stylized new IP in early development. My work focused on building animator-friendly rigs, developing Python tools, and establishing efficient Maya-to-Unreal Engine workflows while collaborating closely across animation, art, and technical teams.
  • Studio Wildcard
    I worked as a Senior Technical Artist on ARK: Survival Ascended at Studio Wildcard, supporting character and creature production through rigging, skinning, and pipeline tooling. My work focused on preparing bipedal characters, quadruped dinosaurs, and props for Unreal Engine 5, improving animation workflows, reviewing outsourced assets, and optimizing performance and visual fidelity at scale.
  • Turn 10
    I worked as a Senior Technical Animator at Turn 10 Studios developing Forza Motorsport, supporting the character team through rigging, tooling, and pipeline development. My work focused on building reliable animation systems, preparing engine-ready character assets, and improving workflows to support Drivers, Crew, and Crowd characters at production scale.
  • Nintendo
    I worked as a Technical Artist on Bowser’s Fury, contributing to character and object rigging, custom scripting, and animator-focused tools. My work supported expressive, gameplay-driven animation by bridging technical systems and artistic workflows while meeting the performance and memory constraints of the Nintendo Switch.
  • Microsoft
    As a Technical Artist on Remix 3D, I helped maintain and evolve the art pipeline that powered Microsoft’s 3D asset ecosystem. My work focused on automation, tooling, and data integrity ensuring artists could efficiently publish, localize, and manage large volumes of 3D content across multiple products and languages.
  • Warner Bros.
    I contributed early prototyping work for cloth and ragdoll physics on an unannounced title that would later become Middle-earth: Shadow of Mordor. This work focused on exploring believable secondary motion and physical response, helping lay the groundwork for systems that supported the game’s dynamic combat and character interactions.
  • Monolith
    On Guardians of Middle-Earth, I served as one of three Technical Artists supporting the project through most of its development. My work focused on character rigging and skinning, animation support tools, and pipeline troubleshooting—helping the team adapt to shifting scope while delivering polished, animation-ready characters for one of the first console-focused MOBAs.

Interested? Want to hire me for your project?


Contact Mic Now
 

Forza Motorsport

Senior Technical Animator Forza Motorsport

Bowser’s Fury

Technical Artist Bowser's Fury

Remix 3D

Technical Artist Remix 3D

Guardians of ME

Technical Artist Guardians of Middle-Earth

LOTR: WITN

Associate Technical Artist LOTR: War in the North

The vSide

Character Artist vSide

Available Now

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Where, What and When.

Where ever you need me, that's where I will go. I'm ready to uproot my family and move across the planet... for YOU!

What I can do for you is mostly rigging and skinning, but I like to think of myself as a 3D generalist capable of much more.

When am I available? Right now!   Contact Me

  • Visit The Portfolio See details on my past projects

Personal Blog

  • About Mic! +

    Hello, my name is Mic Marvin. I've been working in the Video Game industry for a number of years now Read More
  • Finished Homepage +

    Today is the day that I have finally wrapped up my homepage. I've been working hard to develop this new Read More
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