Roberto Costas
SENIOR TECHNICAL ARTIST | CINEMATIC ARTIST | REAL-TIME

Roberto
Costas

I am a Senior Technical Artist with a strong passion for video games and story-driven experiences.

I am a very versatile 3D artist with a consistent background in development, which helps me both to foresight and solve problems during my work process.

UNREAL ENGINE Unity Blender Substance ADOBE HOUDINI
Under NDA {{ vaultStatus }}

Protected work

Shipped production work I can't show publicly. Enter the password I shared with you, or ask me for it.

{{ vaultMsg }}
Fortnite / UEFN — 2024

LEGO Wing Walkers

hero still — 16:9
Description

Lofty adventure ‘LEGO Wing Walkers’, which arrived in Fortnite on May 16, is an action-packed game, with a co-op option to test teamwork, navigating a turbulent flying course. Teams of up to seven players must balance on the wings of a plane to steer it through the sky, carefully avoiding obstacles like clouds and flying pigs and collecting coins along the way.

My role

I directed and led the project while producing the majority of its art. I worked closely with the LEGO team throughout production to ensure the creative vision aligned with their visual identity, brand guidelines, and values.

To accelerate environment production, I developed a procedural Houdini tool that automated the creation of assets using official LEGO bricks and approved colors. This allowed us to rapidly build and iterate on the environment while maintaining consistency with the LEGO aesthetic.

Role
Lead & Creative Director
Client
LEGO, Epic Games
Year
2024
Tools
Unreal Engine for Fortnite, Houdini
still
still
still
houdini legofy tool
ENVIRONMENT ART — 2021

NAKAGIN ROOM

turntable loop — 1:1
Description

Small project I did during my spare time in UE4, inspired by an image I found in a youtube thumbnail of the Nakagin tower.

Client
Personal
Year
2021
Tools
Unreal Engine 4, Blender, Substance Painter, Marvelous Designer
Video
Unreal Fest 2023 — Talk

Stylization in UEFN | Unreal Fest 2023

hero still — 16:9
Description

Created as a technical presentation for Unreal Fest 2023, this project explored how stylization can be used to give an island its own distinctive visual identity.

The goal was to demonstrate how traditional materials and post-process techniques can be combined to create a cohesive and unique art style in UEFN. Together with Roel Bartstra, I explored different material techniques and approaches to push the visuals beyond standard rendering and achieve a strong, recognizable visual direction.

My role

While Roel Bartstra developed the amazing main hero shader that brought my art direction to life, including the effect of projecting the 3D diorama onto a 2D screen, I was responsible for producing all of the art for the project.

My work covered the entire art pipeline, from concept development and modelling to texturing, rigging, animation, lighting, framing, and camera work.

Role
Senior Technical Artist
Client
Epic Games
Year
2023
Tools
Unreal Engine for Fortnite, Blender, Substance Painter
Talk
Epic Dev Community ↗
still frame
synth world
shape study
boat wireframe
Videos
Broadcast / real-time — 2020

Sky F1 — 2020

hero still — 16:9
Description

The first project to integrate Unreal Engine into The Mill’s production pipeline, delivering final pixels that combined high-quality 3D assets with live-action plates. Working in Unreal enabled us to lead multiple attended 3D previs sessions with Sky, allowing for rapid real-time iteration and creative exploration throughout the process.

My task

Mercedes car modelling, UVs and texturing; Ferrari modelling support; cars shading; lighting; track FXs; and final rendering.

Role
Technical Artist
Client
The Mill, Sky Creative
Year
2020
Tools
Unreal Engine 4, Maya, Substance Painter
Case study
The Mill ↗
Article
Unreal Engine spotlight ↗
still
still
still
still
still
Character art — 2017

CAPTAIN AMEOWRICA

hero still — 16:9
Description

A personal 3D homage to a character originally designed by my university teacher, John Nevarez. I wanted to reinterpret his original 2D design as a fully realized 3D character while staying true to the spirit and visual language of the original artwork.

The character was modelled in Maya and ZBrush, groomed in Maya using geometry cards, textured in Substance Painter, and rendered in Unreal Engine 4.

Client
Personal project
Year
2017
Tools
Unreal Engine 4, Maya, Zbrush, Substance Painter, Photoshop
unreal — color
lighting only
Location-based VR — 2017

Corona Paraíso Secreto VR

hero still — 16:9
Description

Created for a live event hosted by Corona in Mexico City, this project aimed to inspire people to step away from the stresses of urban life and reconnect with the outdoors. We combined theatrical performance, VR, and interactive set design to immerse visitors in a surreal natural mirage, transporting them into a hidden paradise.

  • The Secret Party at Gral Prima in Mexico City with Multiple Themed Rooms Secret Location-Based Interactive VR Experience was visited by 3,000 people over 6 nights with 887M social media impressions
  • ‘Paraíso Secreto’ received a VES Award nomination in the category of Special Visual Effects in a Special Venue Project
My role

I was responsible for developing the VR experience in Unreal Engine 4, including gameplay programming, VFX, AI-driven creatures, level optimization, and the integration of OSC to connect the virtual experience with physical stage elements such as fans and heat lamps. This allowed the digital and physical environments to react together, creating a cohesive and immersive experience for visitors.

Role
Lead Unreal Developer
Client
The Mill, Corona
Year
2017
Tools
Unreal Engine 4, Maya
jungle
jungle
vista
Behind the scenes
Watch on YouTube ↗
Under NDA — {{ nda.year }}

{{ nda.title }}

Description

{{ t }}

My task

{{ t }}

Role
{{ nda.role }}
Client
{{ nda.client }}
Year
{{ nda.year }}
Tools
{{ nda.tools }}
{{ v.title }}
Personal work — 2013–Present

Illustrations

Description

A collection of personal illustrations created over the years, exploring different styles, subjects, and ideas.

Year
2013–Present
Tools
Photoshop, Procreate
VR experience — 2017

The Mill Blackbird VR

hero still — 16:9
Description

The Mill BLACKBIRD® VR Experience allows users to explore all of the configurable features of The BLACKBIRD®, allowing users to interact with the unique rig functions including the bespoke systems created by The Mill, used to capture light and reflection data.

My role

I was responsible for programming, lighting, shading, texturing, and optimizing the VR experience, ensuring both the visual quality and technical performance of the project.

Role
Lead Artist & Developer
Client
The Mill
Year
2017
Tools
Unreal Engine 4, Maya
Steam
View on Steam ↗
Interactive installation — 2018

Jaguar Catwalk

hero still — 16:9
Description

Mill+ partnered with Imagination to create Jaguar 'Catwalk', an interactive installation featuring a CG jaguar that reacts to the audience in real-time using AI gesture recognition.

The brief was to design a reactive character to personify abstract ideas of the car’s key performance. The Jaguar needed to seem as real as possible while in reacting in real-time and staying on-brand, so it couldn’t appear tame, docile or playful. The team made a completely independent and responsive character, incorporating machine learning pose recognition into a traditional VFX pipeline.

My role

I was responsible for retopology, texturing, shading, and grooming of the Jaguar, as well as the environment layout, shading, lighting, and particle FXs. During the final stages of production, I also developed and implemented the trigger events that drove the Jaguar’s various interactions.

Role
Technical Artist, Developer
Client
The Mill, Imagination
Year
2018
Tools
Unreal Engine 4, Maya, Substance Painter
Game — 2019

Troula

hero still — 16:9
Description

Troula is a 3D family friendly coach-multiplayer I'm currently working on.

The game takes place on an arena where players control racoon-like characters and have to shoot fireworks at each other's boats in teams of two.

The game tries to embrace cooperation and team work, while the main goal is having a nice time with your friends and family.

Role
Solo developer and artist
Client
Personal Project
Year
2019
Tools
Unreal Engine 4, Blender, Substance Painter
Promotional film — 2020

Unreal for All Creators

hero still — 16:9
Description

A promotional film created by The Mill in collaboration with Epic Games, showcasing Unreal Engine as a tool for creating extraordinary levels of detail and interactivity across industries including games, film & TV, architecture, and automotive.

My role

I was responsible for the robot and girl sequences, taking them from asset preparation through to final rendering. This included retopologizing the robot and environments, creating new UV sets, reprojecting and developing textures, as well as layout, shading, texturing, character lighting, camera setup, animation sequences, and rendering.

I worked across both the artistic and technical aspects of the sequences, ensuring the assets were optimized for Unreal Engine while maintaining the visual quality required for the final shots.

Role
Technical Artist
Client
The Mill, Epic Games
Year
2020
Tools
Unreal Engine 4, Blender, Substance Painter, Nuke
Article
Unreal Engine spotlight ↗
VIDEOGAME — 2025

Fortnite Ballistic

hero still — 16:9
Description

Ballistic is an adrenaline-filled, round-based 5v5 competitive game mode where strategy, tactical teamwork, and individual prowess are essential for victory.

My role

I was responsible for creating the main rift crack ground effect for the bomb sites, as well as helping with the placement and visual treatment of neon signs, banners, and building windows throughout the map.

Role
Senior Technical Artist
Client
Epic Games
Year
2025
Tools
Unreal Engine 5, Substance Designer
Article
Fortnite news ↗
Musical experience — 2025

Fortnite x Daft Punk Experience

hero still — 16:9
Description

The Fortnite x Daft Punk Experience was an interactive, multi-room musical event and virtual playground in Fortnite that celebrated the legacy of the legendary French electronic music duo.

My role

Together with Michael Hunault, I was responsible for the Monolith, a mysterious prop placed on top of a mountain in the Battle Royale island, hinting at the arrival and beginning of the special event. I handled the asset’s geometry, shading, and texturing, as well as creating the opening door effect for the pyramid. I also contributed to optimizing the experience to ensure it ran smoothly across all the different hardware.

Role
Senior Technical Artist
Client
Epic Games, Daft Punk
Year
2025
Tools
Unreal Engine 5, Blender
Video — Monolith
Watch on YouTube ↗
Brand collaboration — 2023

Fortnite Airphoria

hero still — 16:9
Description

Fortnite Airphoria is a sky-high celebration of sneakerhead culture and a crossover experience created by Nike in collaboration with Epic Games and Beyond Creative.

My role

I was responsible for rigging, animating, and shading the NPC characters. I also contributed to the modelling, shading, texturing, and lighting of the environment, helping bring the experience’s distinctive visual style together.

Role
Senior Technical Artist
Client
Epic Games, Nike
Year
2023
Tools
Unreal Engine for Fortnite, Blender, Substance Painter
Educational experience — 2024

Fortnite Lunar Horizons

hero still — 16:9
Description

Lunar Horizons is an educational Fortnite island that simulates a futuristic European Space Agency (ESA) mission to the Moon’s south pole.

My role

I was responsible for the initial project setup, developing a vertical slice to establish what the lunar mission area could look and feel like. I also set up the materials and project structure to provide a solid foundation for the team taking over production.

Towards the end of production, I rejoined the team to support the project with lighting and optimisation.

Role
Senior Technical & Environment Artist
Client
Epic Games, European Space Agency
Year
2024
Tools
Unreal Engine for Fortnite, Blender, Substance Painter & Designer
Article
Making of Lunar Horizons ↗
Brand collaboration — 2022

Digital Fashion: Timberland

hero still — 16:9
Description

I was tasked with taking a boot design from the early days of Fortnite Creative and reimagining it as a more photorealistic asset in Unreal Engine 4. The project was completed within a very short timeframe, requiring an efficient approach to both asset creation and look development.

Role
Senior Environment Artist
Client
Epic Games, Timberland
Year
2022
Tools
Unreal Engine 4, Blender, Substance Painter
Article
Unreal Engine spotlight ↗
Bachelor game project — 2016

POD

hero still
Description

“Pod, a 3rd person game about games, goats, the purpose of friendship and taking your first steps in a bright, colorful, lonely future.”

POD is the story of Carl. Carl lives a life of cheap thrills and easy comfort. His life is suddenly turned upside down when the power of his home mysteriously goes out. On his journey to restore his power he discovers a friendship. Will his quest jeopardize the only true friendship Carl has ever known?

My tasks

My main responsibilities included programming the core gameplay mechanics and events, as well as developing the open-world lighting, character materials, animation systems, and NPC AI. I also modelled and textured the main character.

Role
Technical Director & Lead programmer
Client
The Animation Workshop
Year
2016
Tools
Unreal Engine 4, Maya, Substance Painter
Review
Alpha Beta Gamer ↗
In engine
The Mill — 2016

Opel Racing Faces

Description

One of my first projects at The Mill: a fully CG commercial featuring five distinct characters in a wind tunnel. Working alongside director Jimmy Kiddell, our team pushed the boundaries of The Mill’s bespoke fur simulation pipeline to achieve new levels of detail and realism.

My role

Responsible for the texturing and shading the interior mouth details for the pig and squirrel, as well as the frog's throat pouch.

Role
3D Artist
Client
The Mill, Opel
Year
2016
Tools
Maya, Arnold Render, Mari
Links
LBB Online ↗ The News Wheel ↗
The Mill — 2016

Huawei Mate 9

Description

Official reveal video for the Huawei Mate 9 commercial launch.

My role

Handled full-shot execution (including camera movement, animation, lighting, shading, and compositing) for the opening and closing hero phone CG sequences.

Role
3D Artist
Client
The Mill, Huawei
Year
2016
Tools
Maya, Arnold Render, Nuke
Curriculum vitae

Roberto Costas

SENIOR TECHNICAL ARTIST | CINEMATIC ARTIST | REAL-TIME

Experience
SENIOR TECHNICAL ARTIST — EPIC GAMES
2021 — 2026/Remote, Germany
GAME ENGINES TEACHER — THE ANIMATION WORKSHOP
February 2022/Viborg, DK
TECHNICAL ARTIST — FREELANCE
2018 — 2021/Vigo, Spain
TECHNICAL ARTIST | CREATIVE DEVELOPER — THE MILL
2016 — 2018/London, UK
3D INTERN — THE MILL
2015/London, UK
JUNIOR PROGRAMMER — EDISA
2015/Vigo, Spain
Software
Unreal Engine 5Unity Blender Maya HoudiniSubstance Painter / Designer Python NukeDavinci ResolveAdobe Suite
Education
BACHELOR OF COMPUTER GRAPHIC ARTS — THE ANIMATION WORKSHOP
2013 — 2017/Viborg, DK
BACHELOR OF INDUSTRIAL DESIGN — UDC UNIVERSITY
2010 — 2013/Ferrol, Spain
COMPUTER PROGRAMMING — MONTECASTELO
2007 — 2009/Vigo, Spain
Contact

Open to technical art and lookdev work

Based in
Germany — remote friendly
Elsewhere