Ian Olsen : Character Artist

Ian Olsen was born in Cincinnati, OH and earned a BFA in Computer Animation in 2003 from Ringling College of Art and Design. As a game developer, he has 10+ years experience working as a Character Artist with multiple AAA game titles shipped for stylistically varied properties including Doom, Star Wars, Ghostbusters, and Metroid. His artistic passions are sculpting in Zbrush, digital illustration, and the study of human and creature anatomy.

He currently lives in Austin, TX working as a character artist at BattleCry Studios.

(PDF resume upon request)


Senior Character Artist

BattleCry Studios : February 2014 - Present

Battlecry - Senior Character Artist

Stylized WWI Sci-fi character art - Sculpts/Models/Textures/Materials
Lead 3d look development and full creation of 3 playable warriors in the Battlecry lineup
Sci-fi mechanical and organic sculpting of armor, gear, and weapons
Advisor for team during transition into PBR environment and helped design character pipeline
Collaborated in development of Substance Designer PBR material library and defined faction identity
Hair shader tech development and direction map solutions working directly with Technical Art Director
Art directed and trained outsource artists in both 3d and concept art capacity
In-house Contract Character artist training and support

Primary Character Artist

Terminal Reality : February  2007 - 2013

The Walking Dead: Survival Instinct (360, PS3, PC) - Primary Character Artist

Horror character art - Sculpt/Model/Textures/Materials
Benchmark zombie, vetted by AMC
Zombie variation Materials/Systems using Gradient maps and Color blocking
Authored character pipeline and Art directed outsource vendors
Lead development with Principal Programmer to improve skin and hair material tech
Managed 11,000+ zombie system variants, 40+ unique NPC characters, 6 healthy-to-zombie custom transitions

Kinect Star Wars (360) - Character Artist

Stylized Sci-fi character art - Sculpts/Models/Textures/Materials
Lead jedi and sith, actor likenesses, human and alien characters, approval by LucasArts
Female body archetype sculpt
Anatomical proportion and design advisor
Art directed outsource vendors

Ghostbusters: The Video Game (360, PS3, PC) - Character Artist

Fantasy character art - Sculpts/Models/Textures/Materials
Boss ghosts, actor likenesses and supporting characters
Ghost lighting development and particle FX
Concept art

Character Artist

Retro Studios : November 2005 – December 2006

Metroid Prime 3: Corruption (Wii), Cancelled Project - Character Artist

Sci-fi character art - Models/Hand-Painted Textures
Boss and mini-boss, alien and mechanical characters
Concept art


Sony Computer Entertainment of America : July 2005 – August 2005

Cancelled Project (Xbox) - Animator

Cleaned and altered mocap

honors & awards

CGHUB Gold Award and Editors Choice x2
Kotaku Fine Art featured artist
Polycount.com showcased thread and banner
Honored Judge - Dominance War 4
2nd Place (3D) - Unearthly Challenge


Autodesk Maya, Pixologic Zbrush, Adobe Photoshop, xNormal, Knald, CryEngine, Marmoset Toolbag, Allegorithmic Substance Painter, Quixel DDo, 3ds Max, Marvelous Designer, Pilgway 3D-Coat, Autodesk Mudbox


Ringling College of Art and Design

Bachelor of Fine Arts B.F.A., Computer Animation
1999 – 2003