Character Art
Sculpted, retopologised, and groomed creatures and heroes — built to hold up in close-up.
I'm Riven — a 3D artist and CGI creator. For a decade I've built characters, environments, and product visuals that look impossibly real, rendered frame by frame.
The tools behind every frame
Based in Berlin and working with studios worldwide, I help brands, game teams, and directors turn ideas into rendered images that feel tactile and alive. Every shader, light, and polygon is placed on purpose.
A focused craft, sharpened over a decade across film, games, advertising, and concept art.
Sculpted, retopologised, and groomed creatures and heroes — built to hold up in close-up.
Full CG worlds and set extensions, from neon cities to weathered interiors, lit cinematically.
Photoreal product renders and packshots that out-shine a physical photo studio.
Loops, simulations, and abstract design frames for launches, titles, and live visuals.
Shader authoring and lighting setups that give every scene a signature mood.
Houdini-driven smoke, fluids, and destruction that read as believable, controllable, and art-directable.
Riven delivered hero renders that became the entire campaign. The lighting alone made our product look unreal — in the best way.
Our creature pipeline was a mess until Riven rebuilt it. Clean topology, art-directable shaders, and shots that rendered on schedule.
A rare artist who is also a great partner. Riven communicates clearly, hits deadlines, and somehow always raises the bar.