Sandro Bonfanti
Sandro Bonfanti
Senior Hard Surface Artist
BCN, Spain

Summary

Senior Hard Surface Artist in Games, creating Weapons, Robots, and Vehicles with both stylized and realistic PBR textures.

- Experienced in Unreal Engine

- Modeling, texturing, and assembling hard surface assets, focusing on functional and believable mechanical design

- Experienced in designing and managing production pipelines, from pre-production planning to final delivery, ensuring alignment with Art Direction

- Collaborates closely with Design and Art teams, from concept and blockout stages to polish, including asset integration and performance optimization

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Skills

Hard Surface ModelingLow-poly ModelingTexturingUV MappingHigh-poly Modeling

Software proficiency

Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
MoI3D
MoI3D
RizomUV
RizomUV
3ds Max
3ds Max
Plasticity
Plasticity
Blender
Blender
Fusion 360
Fusion 360

Productions

    • Video Game
      Killing Floor 3
    • Year
      2025
    • Role
      Hard Surface Artist
    • Company
      Room 8 Studio
    • Video Game
      Apex Legends
    • Year
      2019
    • Role
      Hard Surface Artist
    • Company
      Room 8 Studio
    • Video Game
      Rainbow Six Siege
    • Year
      2009
    • Role
      3D Artist
    • Company
      Ubisoft Barcelona
    • Video Game
      Disney Speedstorm
    • Year
      2022
    • Role
      Environment / Prop Artist
    • Company
      Gameloft Ibérica

Experience

  • Hard Surface Artist at Anchor Point
    Barcelona, ES
    April 2025 - April 2026

    • Responsible for the development and maintenance of pipelines and documentation for the production of weapons, vehicles, and in-game props.

    • Designed and optimized production workflows to ensure consistency, scalability, and efficiency across the asset creation process.

    • Provided feedback to external outsourcing studios to maintain quality standards and visual consistency in line with the project’s art direction.

    • Collaborated closely with other departments (Animation, Tech Art) to ensure proper implementation and integration of weapons, vehicles, and interactive assets in-game.

    • Ensured assets met technical requirements including optimization, and engine performance constraints.

  • Hard Surface Artist at Room 8 Studio
    Barcelona, ES
    October 2022 - August 2024

    • Working with multi-disciplinary teams across multiple AAA studios worldwide, learning new original and innovative pipelines / workflows.

    • Establishing optimal practices and solutions for interpreting 3D crafting concepts, from initial ideas to successful implementation in game.

  • Rainbow Six Siege at Ubisoft Barcelona
    Barcelona, Spain
    November 2021 - May 2022

    • High poly / Low poly / Textures of operator sets like uniforms, headgears and charms.

    • Working directly with the company's graphics engine preparing the objects ready for the game.

    • Working closely with Art Direction and polish the final results of the assigned tasks.

  • Disney Speedstorm at Gameloft Ibérica
    Barcelona, Spain
    December 2020 - November 2021

    • High / Low poly modeling and PBR texturing of environment assets, foliage, and props

    • Responsible for creating entire playable levels. Layout, composition, Meshing.

    • Working closely with the design and concept art teams to develop new levels.