THOMAS INESI
ARTIST
Thomas Inesi
Las Vegas, NV
📞 310-503-9582 | ✉️ cino_12@yahoo.com
🌐 https://cino128.wixsite.com/cino
Professional Summary
Senior real-time character specialist with 15+ years of experience across AAA games, virtual production, and immersive media. Shipped multiple Call of Duty titles and delivered performance-ready digital humans and characters for studios including Activision, 20th Century Fox, Sony, Warner Bros., and Halon. Expert in scan-based workflows, facial systems, and Unreal Engine integration. Known for production reliability, pipeline development, and close collaboration with engineering and animation teams.
Core Competencies
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Real-Time Character Development (AAA, VR, Virtual Production)
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Digital Humans & Creature Creation
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Facial Systems, Blendshapes & Tension Maps
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Scan-Based Workflows & Performance Capture Support
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Character Pipeline Development & Optimization
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Unreal Engine Character Integration
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Outsource & External Team Support
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Cross-Discipline Collaboration (Engineering, Rigging, Animation)
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Virtual Art Direction Support & Previsualization
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Look Development & Material Authoring
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Production Problem Solving & Tool Support
Software
Maya, ZBrush, Substance Painter, Unreal Engine, 3ds Max, Blender, Photoshop, Knald, R3DS Wrap
Professional Experience
Freelance Senior Character Artist / Real-Time Character Specialist
Independent Contractor | Feb 2018 – Present
Select clients: 20th Century Fox, Warner Bros., Activision, Sony, Halon, RedPillVR, Proof, Arrivant, Eyes Out
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Delivered production-ready real-time characters and digital humans for AAA games, VR, and virtual production.
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Built and optimized character pipelines supporting scan workflows, facial systems, and Unreal Engine integration.
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Developed expressive facial systems, blendshape libraries, and performance-driven materials.
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Supported virtual production and previs teams by developing real-time environments, characters, and proof-of-concept assets for virtual art direction and visual development.
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Provided technical guidance and character pipeline support across internal teams and external partners.
RedPillVR — Lead Character Artist
Los Angeles, CA | 2019 – Feb 2024
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Led development of real-time character assets for immersive VR experiences.
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Created high-fidelity digital doubles of recognizable music performers and scalable crowd characters, translating scan data into performance-ready real-time assets.
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Built facial expression systems, blendshape libraries, and tension maps supporting advanced animation workflows.
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Integrated Xsens motion-capture pipelines with Unreal Engine to drive live and interactive characters.
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Developed scalable character pipelines and contributed to internal tools and workflows supporting real-time deployment.
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Designed assets and workflows supporting character creation systems across VR projects.
20th Century Fox – Advanced Technology — Senior Character Artist
Los Angeles, CA | 2018 – 2019
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Created high-fidelity real-time versions of recognizable film characters for virtual production and advanced visualization.
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Translated film-quality assets and scan data into performance-ready real-time characters while preserving likeness and screen accuracy.
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Built and supported facial systems, blendshapes, and character setups for interactive and cinematic workflows.
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Contributed to character toolsets and Unreal Engine pipelines supporting virtual production environments.
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Partnered with engineers, animation, and technical teams to develop scalable real-time character solutions.
Treyarch / Activision — Senior Character Artist
Santa Monica, CA | 2012 – Oct 2017
Call of Duty: Black Ops II, III, IV
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Delivered hero and supporting characters for campaign, multiplayer, and zombies modes across multiple shipped AAA titles.
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Sculpted and textured high-fidelity hero heads while maintaining franchise quality standards and production schedules.
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Developed hairstyles and contributed to character customization systems.
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Supported scan sessions and translated scan data into production-ready real-time assets.
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Built facial blendshape sets and tension maps supporting facial animation and performance capture.
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Collaborated with engineers to define character specifications, improve pipelines, and support engine development.
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Provided rigging support and technical problem-solving for character assets.
Inkling Games — Lead Artist
Sherman Oaks, CA | 2011 – 2012
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Owned visual direction and hands-on asset creation for Origami, a project pitched to Microsoft.
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Developed pitch-quality characters, environments, and shaders supporting platform-holder review.
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Established the art style, production workflows, and quality benchmarks.
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Created the majority of character and environment assets while building the visual foundation.
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Managed internal and external artists, providing art direction and production support.
Earlier Experience (2005 – 2011)
Big Red Button — Senior Artist
High Impact Games — Senior Artist
Inkling Games — Lead Artist
Treyarch / Activision — Senior Character Artist
(Call of Duty 3, Quantum of Solace, Medal of Honor, Metreon Moebius Explorer)
Select Credits
Sleep Awake (2025)
Call of Duty: Black Ops IV / III / II
Call of Duty 3, Quantum of Solace
Exvoid
Medal of Honor: Frontline
Virtual Pre-Production for Film (Proof, Halon)
Education
Loyola Marymount University
Bachelor of Arts — English Literature
Minor — Studio Arts