Artist, technician, quiet perfectionist.

I'm Riven Castel — the person behind Volume. For ten years I've turned briefs and blank scenes into rendered images people stop scrolling for.

Headshot portrait of Riven Castel, 3D artist
My story

From a games studio to a one-artist render house.

I started as a junior character artist, sculpting background creatures nobody was supposed to notice — which taught me to make every detail count anyway. That obsession with form, surface, and light never left; it just scaled up to hero shots and full environments.

I've shipped assets for AAA games, lit shots for streaming series, and rendered launch campaigns for global brands. In 2019 I founded Volume so I could work directly with a handful of clients at a time and stay close to the craft — no layers, no hand-offs, no diluted intent.

When I'm not at the render farm, you'll find me shooting reference photos, collecting vintage lenses, and rebuilding my workstation for the tenth time this year.

Craft & software

How I work, and what I work with.

Disciplines

  • Character sculpting, retopology & grooming
  • Environment & set design
  • Product look-dev & photoreal rendering
  • Houdini simulation & FX
  • Lighting, shading & compositing

Software

  • Blender
  • Cinema 4D
  • Houdini
  • ZBrush
  • Substance 3D
  • Octane
  • Redshift
  • Nuke
  • Marvelous Designer
  • After Effects
Experience

Where I've worked.

  1. 2019 — Present

    Founder & Lead 3D Artist

    Volume · Berlin & Remote

    Partnering with brands, game teams, and directors on characters, environments, product CGI, and FX. 320+ renders delivered across advertising, games, and film.

  2. 2016 — 2019

    Senior CG Artist

    Northpoint VFX

    Led look-dev and lighting on episodic series, rebuilt the creature pipeline, and mentored a team of four junior artists.

  3. 2014 — 2016

    Character Artist

    Halo Labs (Games)

    Sculpted and textured heroes and creatures for two shipped AAA titles, owning assets from concept block-out to in-engine.

  4. 2012 — 2014

    Junior 3D Generalist

    Studio Verge

    Cut my teeth on product renders and motion frames for ad agencies across Europe, learning the discipline of hitting a deadline at 4K.

What I believe

Principles that guide the work.

01

Light tells the story

Geometry is the easy part. The mood, the read, the emotion — that all lives in the lighting.

02

Clean before pretty

Solid topology, sane UVs, and tidy scenes. Pretty pixels are built on a clean foundation.

03

Reference over guesswork

Real-world reference keeps even the most stylised render grounded and believable.

04

Close to the work

I take few projects so I can stay hands-on from block-out to final composite.

05

Honest, always

I'll tell you what a shot needs, even when it's not what the schedule hoped to hear.

06

Render, then refine

Test renders beat endless tweaking. I commit, review, then sharpen quickly.

Let's make something unreal.

If you're building a world, a character, or a campaign that deserves real craft, I'd love to hear about it.