A distributed team supporting multiple studios and pipelines worldwide.
Teams are assembled based on production needs, tooling, and schedule alignment.
Our Team
AAA Calibre Professionals
How We Build Teams

James MacLeod
Founder of Vertpaint with experience at Digital Extremes and Rockstar Games, leading studio vision and delivery.
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Graeme Palmer
Experienced production leader overseeing delivery, team performance, and client outcomes across projects.
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Sean Davies
Hard surface artist with 11+ years in games, focused on high-quality sci-fi assets and pipeline improvement.
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Hannah Bryant
Business strategist driving client relationships, project success, and long-term partnerships.
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Chanel Brown
Communications lead shaping messaging, storytelling, and brand voice across Vertpaint projects.

Bart Polak
Creative director bridging design and production to ensure cohesive, high-quality project execution.

Joe Neville
Joe is our Principal Hard Surface Artist, with over a decade in AAA game development, specialising in the design and creation of production ready aerospace vehicles, hard surface environments and props. Proficient in multiple modelling packages and game engines, he brings versatility and professionalism to ensure deliveries of the highest standards.
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Chico Spans
Chico brings a lifelong passion for creativity to everything he touches. At Vertpaint, he stands out as a versatile 3D artist with a sharp eye for detail and a deep love for visual storytelling. Whether he’s building assets, shaping environments, or fine-tuning visual polish, Chico consistently delivers work that elevates our projects and turns heads.
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Makhosethu Sibanda
Character artist specialising in realistic anatomy, materials, and production-ready assets for games.
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Francesco Artusato
Francesco is our vehicle concept specialist, bringing both creativity and technical skill to every design. He has a superb eye for blending striking visuals with practical functionality, turning ideas into high-quality, innovative concepts. His work consistently pushes boundaries while keeping form and function perfectly in balance.

Lukas Kutschera
Digital sculptor creating high-end characters and creatures with strong anatomy and form.
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Ranjit Ghosh
Senior character artist with film and game experience, delivering high-quality assets and workflows.
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James Smith
James is an exceptional Hard Surface Artist at Vertpaint, combining technical precision with artistic flair. With deep expertise in high- and low-poly modeling, UV mapping, and PBR texturing, he consistently delivers stunning, production-ready assets.

Lucas Robyn
Character artist focused on sculpting and real-time asset creation for game production.

Ambre Jenffer
Senior character and concept artist blending storytelling with production-ready design work.
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Tobiasz Wisniewski
3D artist producing cinematic and optimised models across a range of Vertpaint projects.

Christian Tammekand
Technical artist specialising in tools, pipelines, and real-time production workflows.
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Vinicius Villela
Material specialist focusing on shaders, textures, and high-quality environment look development.

Ioannis Stamatelis
Junior environment artist supporting asset creation and world-building workflows.

Aleksandrs Jerjomins
Unreal Engine specialist building performant environments, tools, and real-time systems.
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Aristeidis Chrysikopoulos
Hard surface artist creating AAA environments, vehicles, and production-ready assets.
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Javier Oquendo
Hard surface artist focused on clean modelling, precision, and production-ready assets.
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Petar Cakic
Character technical artist focused on rigging, shaders, and efficient production systems.

Luke Dickson
Lead Technical Artist

Nagaraju Kusuma
Animation lead delivering high-quality animation systems and direction across projects.

Saif Ahmed
Senior animation generalist working across gameplay, cinematics, and character performance.
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Oleg Koreyba
As a character artist at Vertpaint, Oleg Koreyba focuses on the fine details that define realism. From creating the heroine’s highly detailed hands for HUD close-ups to developing PBR textures, veins, and real-time card-based hair and fur for Gretchen, he combines scan data with sculpting and technical expertise. His work helps set the standard for the studio’s characters.

Klym Portasov
Animator
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Max Cutler
Designer shaping gameplay systems and creative direction across projects.
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Seth Cutler
Senior level and audio designer crafting player experience through gameplay and sound.

luke Bazalgette
Lead Systems Designer

Dan Harrison
Game Designer

Andrea Pennati
Level Designer
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Ben Macdonald
Gameplay programmer specialising in Unreal Engine systems and gameplay implementation.

Eliza Preston
Generalist programmer supporting gameplay systems, tools, and technical development.

Xuechi li
Xuechi is a game programmer with broad engine experience, including Unreal 3, 4, and 5, Unity, and proprietary engines. She has delivered titles cross Console, PC, Nintendo Switch, VR and Mobile, contributing to AAA productions and a BAFTA-winning project with strong technical ownership and cross-disciplinary collaboration skills.
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Gabe Rodrigues
Web developer building responsive, interactive websites using modern tools and workflows.
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Lukasz Wisniewski
Technical support specialist managing infrastructure, systems, and production reliability.

Ankita Dutta
As a member of the environment art team, Ankita's responsibilities are to prepare asset kits, assist the team leads with photogrammetry asset baking, and meshing the environment in the game level. Ankita has a beautiful eye for detail and provides any environment with life.
