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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

  • Real-Time Character Development (AAA, VR, Virtual Production)

  • Digital Humans & Creature Creation

  • Facial Systems, Blendshapes & Tension Maps

  • Scan-Based Workflows & Performance Capture Support

  • Character Pipeline Development & Optimization

  • Unreal Engine Character Integration

  • Outsource & External Team Support

  • Cross-Discipline Collaboration (Engineering, Rigging, Animation)

  • Virtual Art Direction Support & Previsualization

  • Look Development & Material Authoring

  • 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

  • Delivered production-ready real-time characters and digital humans for AAA games, VR, and virtual production.

  • Built and optimized character pipelines supporting scan workflows, facial systems, and Unreal Engine integration.

  • Developed expressive facial systems, blendshape libraries, and performance-driven materials.

  • Supported virtual production and previs teams by developing real-time environments, characters, and proof-of-concept assets for virtual art direction and visual development.

  • Provided technical guidance and character pipeline support across internal teams and external partners.

 

RedPillVR — Lead Character Artist

Los Angeles, CA | 2019 – Feb 2024

  • Led development of real-time character assets for immersive VR experiences.

  • Created high-fidelity digital doubles of recognizable music performers and scalable crowd characters, translating scan data into performance-ready real-time assets.

  • Built facial expression systems, blendshape libraries, and tension maps supporting advanced animation workflows.

  • Integrated Xsens motion-capture pipelines with Unreal Engine to drive live and interactive characters.

  • Developed scalable character pipelines and contributed to internal tools and workflows supporting real-time deployment.

  • Designed assets and workflows supporting character creation systems across VR projects.

 

20th Century Fox – Advanced Technology — Senior Character Artist

Los Angeles, CA | 2018 – 2019

  • Created high-fidelity real-time versions of recognizable film characters for virtual production and advanced visualization.

  • Translated film-quality assets and scan data into performance-ready real-time characters while preserving likeness and screen accuracy.

  • Built and supported facial systems, blendshapes, and character setups for interactive and cinematic workflows.

  • Contributed to character toolsets and Unreal Engine pipelines supporting virtual production environments.

  • 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

  • Delivered hero and supporting characters for campaign, multiplayer, and zombies modes across multiple shipped AAA titles.

  • Sculpted and textured high-fidelity hero heads while maintaining franchise quality standards and production schedules.

  • Developed hairstyles and contributed to character customization systems.

  • Supported scan sessions and translated scan data into production-ready real-time assets.

  • Built facial blendshape sets and tension maps supporting facial animation and performance capture.

  • Collaborated with engineers to define character specifications, improve pipelines, and support engine development.

  • Provided rigging support and technical problem-solving for character assets.

 

Inkling Games — Lead Artist

Sherman Oaks, CA | 2011 – 2012

  • Owned visual direction and hands-on asset creation for Origami, a project pitched to Microsoft.

  • Developed pitch-quality characters, environments, and shaders supporting platform-holder review.

  • Established the art style, production workflows, and quality benchmarks.

  • Created the majority of character and environment assets while building the visual foundation.

  • 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

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