Paul R.M. Libatique

Hi, I'm Paul, an Ateneo De Manila Fine Arts Graduate from the Information Design program. I am a Roman Catholic/Filipino-American Videogame Artist and Designer. I have experience wearing multiple hats. Sometimes I wear a UI/UX designer hat, or a 3d artist hat, or a concept artist hat. I was asked to do a lot of things like making VFX stuff, do game engine tasks in unreal, and unity, implementing UI and making environments in unreal. Overall, I wear many hats so I guess that makes me a creative generalist. You can train me to do anything. I like learning and being a student. I'm not the best artist out there, but I always strive to be better each day. I keep in mind the philosophy of kaizen. There are a lot of things i don't know and understand yet, but I know that I will get to the point of mastery if I just keep on persevering and staying gritty.

Paul R.M. Libatique

Hi, I'm Paul, an Ateneo De Manila Fine Arts Graduate from the Information Design program. I am a Roman Catholic/Filipino-American Videogame Artist and Designer. I have experience wearing multiple hats. Sometimes I wear a UI/UX designer hat, or a 3d artist hat, or a concept artist hat. I was asked to do a lot of things like making VFX stuff, do game engine tasks in unreal, and unity, implementing UI and making environments in unreal. Overall, I wear many hats so I guess that makes me a creative generalist. You can train me to do anything. I like learning and being a student. I'm not the best artist out there, but I always strive to be better each day. I keep in mind the philosophy of kaizen. There are a lot of things i don't know and understand yet, but I know that I will get to the point of mastery if I just keep on persevering and staying gritty.

Robot Toyshed - 3D Concept Art
I modelled everything in blender, and textured/baked it with Substance Painter. I rendered this with Blender's Evee.
UI/UX Bug Fixes and Testing for FNAF
I worked on creating UI/UX Wireframes and troubleshooting bugs. Did quality control for UI/UX on the steamdeck
Sanrio - UI/UX Work
I created some UI/UX work for sanrio japan by integrating it into Unity and creating and eeediting assets in Figma. I also worked with several others on this project in a UI/UX team.
Summer Stroll - 3D Concept Art
Rendered with Evee. Tank Hard-Surface modelling in Blender with no add-ons. (2021)
UI/UX - For unreleased game
I created a menu design
City Ruins - 3D Concept Art
Concept Art Inspired by Bladerunner (2020)
Rasengan - VFX Simulation
VFX Simulation of the Rasengan from Naruto in blender
MK-18 Aphex Twin - 3D Concept Art
Modelled in Blender Textured and Rendered in Substance
Hardsurface Asset Pack 1
Hardsurface Modelling Practice with Blender
Hardsurface Asset Pack 2
T-14 Armata, and Lynx Hardsurface Practice
Flare Stack - Game Ready Asset
4.2k verts, with no non-manifolds and is purely quads and triangles. I UV unwrapped and used a singular trim sheet for this. Made in blender, for Unity
Building 24 - Game Ready Asset
9.7k Verts with custom Trimsheet UV Mapping. No-non manifolds and non-planar geometry. Single mesh object and export ready to any game engine.
Stylized Barrel - Game Ready Asset
Modelled with Blender, Sculpted with Zbrush, textured and baked with Substance
WingDings - Zbrush Sketch
bird i modelled in z-brush. exported it to photoshop and added wingdings on the wings
Character Head Sculpt - Zbrush Study
creature head study with zbrush
Skulls - Digital Sculpt
studied skull anatomy using zbrush
Sanrio Concept - Kuromi Scythe
I just love kuromi
Hand Studies - Sculpt
zbrush hand studies practice sculupt while reading morpho anatomy book
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