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.
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
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
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
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
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
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
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
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
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
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
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)
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
"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
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
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
"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
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.
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
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.
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.
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
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
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
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
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