Marcos Domenech
Marcos Domenech
Principal 3D Props Artist at KRAFTON (PUBG)
Niigata City, Japan

Summary

Hi, I’m Marcos Domenech — a 3D artist specialized in environments and props, with over 25 years of experience across traditional art, real-time production, and game development.

Throughout my career, I’ve contributed to major international titles across multiple console generations, evolving from hands-on asset creation to pipeline development, art direction support, and production leadership.

Currently serving as a Principal 3D Props Artist, my focus extends beyond creating high-quality hero and architectural assets. I specialize in building scalable workflows and production pipelines for environment and prop creation, ensuring visual consistency, technical performance, and efficient cross-team collaboration.

My experience includes:

• Hero asset creation and benchmark definition
• Large- and medium-scale prop and environment development
• Modular system design and production-ready asset frameworks
• Pipeline structuring, documentation, and workflow optimization
• Cross-discipline collaboration (Art Direction, Tech Art, Level Design, Narrative)
• Outsourcing coordination, review, Feedback and quality control
• Artist mentorship and production planning

With a background in traditional arts, design, practical effects, and selected TV commercial work, I bring a broad visual sensibility to real-time production.
I’m particularly passionate about creating high-quality props and environments, as well as building systems that empower teams through clear documentation, refined processes, and mentorship.

Having worked internationally across Europe and Asia, I’m comfortable collaborating across time zones and cultures, supporting both centralized and distributed teams.

I remain committed to advancing scalable production systems and strong visual identity across AAA, AA, and independent development.

Skills

Art DirectionCompositingConcept ArtEnvironment DesignEnvironment ModelingLightingLow-poly ModelingProp ModelingTexturingPhotographyMarketing IllustrationProp DesignHigh-poly ModelingGraphic DesignTeachingTeam Management

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Mudbox
Mudbox
Photoshop
Photoshop
Quixel Suite
Quixel Suite
After Effects
After Effects
Adobe Lightroom
Adobe Lightroom
Marmoset Toolbag
Marmoset Toolbag
Substance 3D Painter
Substance 3D Painter

Experience

  • Principal 3D Props Artist ( Freelance ) at PUBG Corporation
    Niigata City, JP
    November 2025 - Present

    Project Black Budget

    Led the planning and development of workflows and production pipelines for large-scale environment prop creation, supporting a new AAA project from early production stages.

    Worked closely with Art Direction, Tech Art, Environment Art, Level Design, and Narrative teams to define scalable asset solutions, documentation standards, and production tools.

    Additional responsibilities included:

    Creation of benchmark and hero assets

    Outsourcing coordination (request, review, and feedback)

    Mentoring and supporting environment and prop artists across the team

  • Principal 3D Props Artist at PUBG Corporation
    amsterdam, NL
    September 2023 - October 2025

    Project Black Budget

    Led the planning and development of workflows and production pipelines for large-scale environment prop creation, supporting a new AAA project from early production stages.

    Worked closely with Art Direction, Tech Art, Environment Art, Level Design, and Narrative teams to define scalable asset solutions, documentation standards, and production tools.

    Additional responsibilities included:

    Creation of benchmark and hero assets

    Outsourcing coordination (request, review, and feedback)

    Mentoring and supporting environment and prop artists across the team

  • Senior 3D Environment and Props Artist / Instructor at ESAT - Escuela Superior de Arte y Tecnología - Valencia
    Valencia, ES
    January 2023 - July 2023

    Designed and developed three structured courses for ESAT’s online platform, focused on environment and prop creation for video games.

    Responsible for:

    Curriculum development across three skill levels

    Creation of documentation, production exercises, and tutorials

    Structuring learning pathways aligned with industry workflows

    Mentoring students in professional environment and prop pipelines

  • Senior 3D Environment and Props Artist at Massive Entertaiment
    Malmo, SE
    September 2017 - December 2022

    Avatar: Frontiers of Pandora ( Ps5, Xbox series X/S )

    Contributed to the development of high-quality environment and prop assets for Avatar: Frontiers of Pandora, supporting large-scale open-world production.

    Responsibilities included:

    Creation of benchmark and hero assets

    Development of modular environment kits

    Set dressing and world-building support

    Workflow documentation and pipeline support

    Collaboration with outsourcing teams (planning, review, and feedback)

    Tom Clancy's The Division 2 ( Ps4, Xbox One ,Microsoft Windows)

    Contributed to the development of high-quality environment and prop assets for The Division 2, supporting large-scale open-world production.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Set dressing and world-building support

    Collaboration with multidisciplinary teams to ensure visual consistency and performance standards

  • Senior 3D Environment and Props Artist ( Contractor ) at FromSoftware, Inc
    Tokyo, JP
    September 2013 - August 2017

    ARMORED CORE VI FIRES OF RUBICON ( Ps5, Ps4, Xbox Series X/S, Xbox One, Microsoft Windows )

    Contributed to the early prototype and R&D phase of Armored Core VI, focusing on modular environment kit development and environment/prop asset creation.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Research and development of scalable modular kit systems

    Supporting early production workflows during prototype phase

    Elden Ring ( PS4, PS5, XboxOne , XBox Series , Microsoft Windows )

    Part of the R&D and Preproduction team on Elden Ring, contributing to the development of production pipelines and workflows for large-scale environment and prop asset creation.

    Collaborated closely with multidisciplinary teams to help establish scalable asset development processes while supporting the creation of key environment and prop assets.

    Dark Souls III "The Ringed City" DLC ( PS4, Xbox One , Microsoft Windows )

    Dark Souls III "Ashes of Ariandel" DLC

    Development of environment and hero prop assets supporting the expansion’s distinct visual identity and large-scale level production.

    Responsibilities included:

    3D modeling and texturing of environment and hero assets

    Collaboration with level design and art direction to maintain visual consistency and performance standards

    Dark Souls III ( PS4, Xbox One , Microsoft Windows )

    Contributed to environment and hero prop asset production for Dark Souls III, supporting large-scale level development and world-building.

    Responsibilities included:

    3D modeling and texturing of environment and hero assets

    Set dressing and visual composition support

    Creation of workflow documentation to streamline production processes

    BloodBorne "The Old Hunters" ( PS4 )

    Development of environment and hero prop assets , supporting the creation of its distinct atmosphere and world-building.

    Responsibilities included:

    3D modeling and texturing of environment and hero assets

    Collaboration with art direction and level design

  • Senior 3D Artist ( Freelance ) at Moonbite Games
    Barcelona, ES
    August 2013 - September 2013

    Riddick The Merc Files" (iOS platform)

    Contributed to environment and prop asset production for the iOS title Riddick: The Merc Files, supporting visual development within mobile performance constraints.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Collaboration with the team to ensure asset quality and optimization for mobile platforms

  • Senior 3D Artist ( Freelance ) at HotCherry Games
    Shanghai, CN
    February 2013 - March 2013

    Contributed to an unannounced next-generation game prototype, focusing on concept development and character asset creation.

    Responsibilities included:

    Robot character concept design

    3D modeling and texturing for prototype development

  • 3D Artist ( Freelance ) at Furia Digital
    Barcelona, ES
    December 2012 - December 2012

    Contributed to an unannounced TV commercial project, focusing on environment and prop asset creation.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Supporting visual development within tight production timelines

  • Senior 3D Designer ( Contractor ) at Rightware
    Shanghai, CN
    May 2012 - October 2012

    Created real-time 3D content for interactive demos and use cases using Kanzi Studio (in-house 3D engine), supporting next-generation smartphone, tablet, and touch-screen TV interfaces.

    Responsibilities included:

    Development of optimized 3D assets for embedded and real-time environments

    Collaboration with engineering teams to ensure performance and visual quality

    Supporting demonstration and presentation materials for client-facing use cases

  • 3D Artist ( Freelance ) at Furia Digital
    Barcelona, ES
    March 2012 - March 2012

    Contributed to environment and prop asset creation for an unannounced TV commercial project.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Delivering production-ready assets within tight commercial timelines

  • Art Director ( Contractor ) at Virtuos Games
    Shanghai, CN
    June 2011 - January 2012

    Served as Art Director across multiple outsourcing projects for next-generation video games and animated productions.

    Led art direction, planning, scheduling, and team coordination while establishing production workflows and pipelines to ensure asset quality and delivery consistency.

    Responsibilities included:

    Art direction and visual oversight

    Production planning and scheduling

    Mentoring artists and supervising asset development

    Workflow and pipeline creation across multidisciplinary teams

    Supported projects included collaborations on:

    The Last of Us (Naughty Dog)

    Beyond: Two Souls (Quantic Dream)

    Until Dawn (Supermassive Games)

    Battleship (Double Helix Games)

    Star Wars: The Clone Wars – Season 5 (Lucasfilm Animation)

  • 3D Artist ( Freelance ) at Furia Digital
    Barcelona, ES
    May 2011 - June 2011

    Mercedes-Benz ¨C-Class . Overtake ¨(Tv Commercial)

    Contributed to 3D environment and prop asset creation for the Mercedes-Benz C-Class “Overtake” TV commercial.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Delivering production-ready assets within commercial production timelines

  • World Environment artist ( Contractor ) at EA Bright Light Studio
    Guildford, GB
    January 2011 - April 2011

    "Harry Potter and the Deathly Hallows: Part 2" ( Ps3, Xbox360, Wii )

    Contributed to world environment production, supporting large-scale level creation and cinematic world-building.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    World dressing and visual composition

    Collaboration with level design and art direction to maintain visual consistency and performance standards

  • 3D Artist ( Freelance ) at Passion Pictures
    London, GB
    March 2011 - March 2011

    AUDI ¨A day in the life of an AUDI driver ¨ (Tv Commercial)

    Contributed to 3D environment and prop asset creation for the Audi – “A Day in the Life of an Audi Driver” TV commercial.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Delivering production-ready assets within commercial production timelines

  • 3d Modeling and Texturing ( Freelance ) at Prime Focus
    London, GB
    September 2010 - December 2010

    Contributed to 3D environment and prop asset creation for broadcast productions including:

    Curiosity (Discovery Channel)

    Nova – Emergency Mine Rescue (Channel 4)

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Supporting realistic scene reconstruction and visual storytelling for documentary content

    Delivering assets within broadcast production timelines

  • 3D Environment Artist ( Contractor ) at Splash Damage
    Bromley, GB
    March 2010 - August 2010

    "Brink" ( Ps3, XBox360, WindowsPc )

    Contributed to environment asset production on Brink (PS3, Xbox 360, PC), supporting large-scale multiplayer level development.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Collaboration with level design and art teams to ensure visual consistency and performance optimization

  • Senior-Lead 3D Environment Artist at Pyro Studios
    Madrid, ES
    July 2008 - July 2009

    Led environment and prop development on unreleased next-generation console projects (C4 and Cops for Xbox 360 / PS3).

    Responsibilities included:

    Environment and prop asset production

    Benchmark asset creation and visual standard definition

    Planning and production coordination

    Creation of the Art Direction Bible

    Workflow documentation and pipeline structuring

    Review and feedback for environment and prop teams

    Collaborated closely with multidisciplinary teams to establish visual consistency and scalable production processes during early console-generation development.

  • Senior 3D Environment Artist at Grin
    Barcelona, ES
    July 2007 - July 2008

    Wanted: Weapons of Fate ( Xbox 360-PS3 )

    Contributed to environment production on Wanted: Weapons of Fate (Xbox 360, PS3), supporting large-scale console level development.

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Planning and coordination within the environment team

    Mentoring artists and supporting asset quality standards

  • Senior-Lead 3D Environment Artist at Pyro Studios
    Madrid, ES
    April 2006 - July 2007

    Led environment and prop development on next-generation console projects (Cops and In-Zero prototypes for Xbox 360 / PS3).

    Responsibilities included:

    Environment and prop asset production

    Benchmark asset creation and quality standard definition

    Production planning and coordination

    Documentation and workflow structuring

    Request, review, and feedback processes for environment and prop teams

    Collaborated closely with multidisciplinary teams to establish scalable production pipelines during early next-gen development.

  • 3D Artist Specialist at Guerrilla Games
    Amsterdam, NL
    April 2001 - December 2005

    Contributed to multiple titles within the Killzone franchise across PS2, PSP, and early PS3 development, supporting both in-game asset production and promotional visual content.

    Projects included:

    Killzone (PS2)

    Killzone Liberation (PSP)

    Killzone 2 (PS3 prototype phase)

    Responsibilities included:

    3D modeling and texturing of environment and prop assets

    Concept development and promotional artwork design

    Supporting early next-generation console development during the PS3 transition

    Also contributed to prototype and unreleased projects during this period.

  • 3D Artist at Freelance Jobs ( Amsterdam)
    Amsterdam, NL
    April 2001 - December 2005

    Delivered concept-driven 3D visual work in collaboration with photographers and editorial productions.

    Projects included:

    Wasteland (01) – Concept, full 3D asset creation, lighting, FX, rendering, and post-production

    Wasteland (02) – Color correction, visual FX, and branding integration

    Editorial work for The Face Magazine (unpublished), including foam latex prosthetics and makeup design

    Responsibilities included:

    End-to-end 3D production pipeline (modeling, texturing, lighting, rendering, compositing)

    Visual experimentation and practical FX integration

    Creative collaboration within fashion and editorial contexts

  • 3D Artist at Lostboys interactive
    Barcelona, ES
    February 2000 - March 2001

    Contributed to early web-based interactive projects and branded digital content, supporting game and promotional productions.

    Projects included:

    Avatar Bingo (Web-based game)

    Caprabo Off-line (Web-based game)

    Lost Boys Spain logo intro animation

    Responsibilities included:

    3D design, modeling, texturing, and lighting

    Supporting visual development and animation production

    Contributing to interactive and branded digital experiences

  • 3D Artist at Estudi Mariscal
    Barcelona, ES
    April 1998 - May 1999

    Contributed to visual development and 3D production for Twipsy, an animated television series.

    Responsibilities included:

    Creation of animatics and previs sequences

    3D modeling and animation for interactive web-based projects

    Supporting visual storytelling and character-driven production workflows

  • 3D Artist at Freelance Jobs
    Barcelona, ES
    January 1996 - December 1998

    Worked on early 3D productions across music videos, animated television pilots, and interactive multimedia projects during the formative years of real-time and broadcast CG.

    Projects included:

    Slowbullets (music video project)

    Metropolis (video game intro cinematic)

    Age of Dragons (animated TV pilot)

    The Darkness (animated TV pilot)

    Interactive video and CD-ROM productions

    Responsibilities included:

    3D environment modeling and texturing

    Prop and asset creation

    Concept development and lighting

    Supporting early multimedia and interactive experiences

  • Designer ( freelance ) at Guayquemola/Enlace de Medios
    Valencia, ES
    January 1993 - January 1997

    Delivered multidisciplinary design work across interior architecture, scenic design, corporate identity, fashion, and large-scale artistic installations.

    Projects included:

    Poligono (Albacete) Interior design for Leisure Center

    Zoo (Alicante) Interior design Decoration for NightClub

    Cala (Valencia) Interior design Decoration for NightClub

    The Mission (Albacete) Interior design Decoration for NightClub

    Honduras (Valencia) Interior design for NightClub

    La Sede (Albacete) Interior design Decoration for NightClub

    Viajes Halcón (Valencia) Polyurethane foams window dressing for Travel Agency

    Music Dance (Valencia) Polyurethane foams window dressing for Record Shop

    Scenery Design for Nightclub show ( Valencia)

    Action

    Barraca

    La Marxa,

    Sala 4

    Nod

    The Face

    El Desafìo de los Dioses (Valencia) Make-Up: Foam latex prosthetics for TV Canal 9 Show

    DJ Mutant (Spain) Foam latex prosthetics for Dj show

    Cibeles 96 (Madrid) 70 meters) Airbrush Cloth mural for Madrid Fashion Opening

    Opcions 95 (Valencia) Mentor Graffiti art for Kids at FMI

    Formula Renault Cup (Spain) Design and airbrush Painting for Renault Formula series Cup

    National Rally Championship helmets (Spain) Design and airbrush Painting Helmets for the National Rally Championship

    Valentin Herraiz (Valencia) Floor-tile Design

    Music Dance (Valencia) Merchandise design for Record shop

    KGB (Valencia) Corporate image and print design for NightClub

    Guayquemola (Valencia) Corporate design for Show business

    T-Shirt design for:

    Espigon norte ( Valencia) Surfing apparel Shop

    Natura (Valencia) Cloths and Accessories Shop

    Gizbo (Valencia) Limited Edition T-Shirt Shop Printing