Patrick Paquin

I'm a 9 year veteran of the digital media industry with a focus on games. My passion is character design and modeling. My goal is to work for a company that embraces creativity and keeps me striving to better myself, all-the-while producing quality content.


Lead 3d Artist - Gameloft (June 2014 – Present)

Tasked with creating various 3d art assets to be used in an upcoming unannounced iOS game. This includes both environmental assets and characters.

Toy Designer - Swappz Interactive (November 2013 – December 2013)

In charge of conceptualizing and production of new toy prototypes for WWE.
Other licenses owned by Swappz Interactive are Power Rangers, Ninja Turtles and Smurfs.

Art Lead/Senior 3D Artist - Ganz (May 2010 – November 2013)

As the art lead I was in charge of maintaining the art direction on a pre-existing property. I dealt with other departments on a daily basis to ensure proper communication and direction of the property.

As a Senior 3D Artist I was responsible for the 3D modeling and texturing of game assets for Ganz Interactive properties. These assets include characters, environmental assets, props and clothing. I was involved throughout the art pipeline to ensure a consistent aesthetic from original concept until in-game implementation.

I also paint backgrounds, sculpt prototype toys, create illustrations for promotional materials and I am involved in the creation of concept art for the Amazing World property.

Game Manager - G4BOX INC. (June 2009 – May 2010)

In charge of all things related to including setting up and running events, maintaining forum and bridging the gap between players and the development team.

Art Intern - Cerebral Vortex Games (July 2007 – September 2007)

Created art assets for Ice Cream Dee Lites (PC casual game).


Freelance Clients

GSW Worldwide (March 2012 – November 2013)

I was responsible for the creation of various illustrations used in promotional materials. These illustrations were used for the trade show banners, mailers and various other promotional materials.

The illustrations were created using a mix of 3D rendered models (3dsMax 2012) and digital painting (Photoshop CS5).

Emotional Robots Inc. (April 2013 – June 2013)

I created a series of 3d character models for an upcoming game project.
High poly sculpts done in ZBrush 4.2, low poly models made in 3dsMax 2012 and texturing done in Photoshop CS6.

Blue Systems GmbH (October 2009 – January 2010)

Project: M.U.L.E.
- Modeled, textured and animated a series of characters for a remake of the classic game M.U.L.E.

Emotional Robots Inc. (June 2009 – November 2009)

Project: Warmgun
Characters: The Blacksmith, The Scout, The Shaman, The Outlaw, The 49er

The characters were sculpted in Zbrush, low-poly models created in 3dsMax and the textures done in Photoshop.