Alexander Ignatenko Cv Resume Pdf

Resume

Alexander Ignatenko

Senior 3D Character Artist & Tech Artist | Medical & Industrial VR / AR Simulation Expert 

Germany | LinkedIn | Portfolio

Email: alexcgart@yahoo.de | Tel: +49 1520 301 22 91

 

SUMMARY

 

Senior Character & Technical Artist for games and 'serious games',

with 12+ years of experience specializing in high-fidelity VR/AR simulations. Expert in bridging the gap between federal R&D research (BMBF-funded) and high-stakes commercial implementation. Proven track record in developing medically validated avatar - character systems and precision-based industrial training modules for global leaders such as Porsche, Siemens, and worked closely pioneering the VR training inustry in collaboration with best Universities in Germany. Committed to creating socially impactful technology that enhances patient safety and technical excellence.

Hey! But it all started with 3D art for games, which I'm still passionate about.

 

If you need it listed, then my areas of expertise are::

Full characters creation pipeline;

  • characters design
  • modeling
  • organic sculpting
  • in-game optimization
  • rigging, skinning
  • Animation
  • Motion Capture Direction, clean up
  • 3D scanning
  • PRB texturing in softwares like Substance / Adobe 3d painter etc.
  • Implementation in pretty sketchy and complex multimillions VR / AR prototypes in close collaboration with coders.

 

My software of choice:

3ds Max, Zbrush, 3d-coat, Substance Painter / Deisgner, Topogun (yes still, sometimes), xNormals, even Quixel Suite was fun too, Photoshop etc.

Work Experience:

  • TriCAT GmbH (2018–2024)

     

    Senior Character Artist / Tech Artist · Animator · VR Gameplay Designer


    Medical / Healthcare VR Simulations

    As the primary Character Artist assigned to R&D medical projects, I created the majority of patient characters and developed systems to represent realistic, dynamic real-time symptoms optimized for VR.
    Contributed to gameplay design and interaction systems, including precise medical equipment handling animations.

     

    Projects & Partners:

    • DRK (Red Cross)

    • Johanniter Association, Hanover

    • Fraunhofer-Institut

    • Universitätsklinikum Ulm

    • Universität Mannheim

    • University of Hannover
    • Hanse Institut Oldenburg - Education and Health gGmbH
    • Malteser Hilfsdienst gGmbH, Education Centre of the Region Hessen/Rhineland-Palatinate/Saarland (HRS), Wetzlar

     

    • Bundesministerium für Bildung und Forschung BMBF (Deutschland)

     

    Funded R&D → Commercial Products:

    • Scientific R&D & Federal Projects (BMBF / EU)

      • EpicSave (2018–2019): Lead 3d artist for the award-winning “Land der Ideen” medical VR simulator. Created the flagship "Emotional Child" character with dynamic symptoms (anaphylactic shock), recognized for its "exceptional authenticity" by German Universities and Clinics.
      • ViTAWiN (BMBF / EU -funded €2.7 Million) (2019–2022): Lead 3d artist for interprofessional VR training for COVID-19 emergency care. Created anatomically correct airway systems and dynamic symptom progression used to train thousands of healthcare workers during the pandemic.
      • i:medtasim® (2022-present): Scaled research results into a commercial flagship product for disaster medicine (MCI), modeling ultra-realistic injury libraries (burns, amputations) for emergency services and the Bundeswehr.
    • Consortium Partners: Collaborated closely with Universitätsklinikum Ulm, DRK (Red Cross), Malteser, Fraunhofer IESE, and Hochschule Hannover etc.

    Emergency Services Simulations

    Development of characters, precise equipment models and realistic animation for emergency response training environments; police, firefighters etc.

    Such as Swiss Federal Railways (SBB) Firefighters training, various paramedics trainings, police trainigs etc.


    Industrial & Precision VR Gameplay

    Active contributor to the evolution of precision-based VR interaction systems; full characters creation pipeline, animations, realistic handling logic, across multiple enterprise projects.

    • TRUMPF — heavy machinery & metal printing VR training. Characters, animations, assets.

    • Porsche AG — mechanics training, diagnostics simulations, precision interaction systems. Characters, animations.

    • Robert Bosch GmbH — VR training, animation & gameplay systems

    • Olympus Europa SE & Co. KG — VR onboarding & interaction systems

    • Siemens AG — virtual technical training environments


    Infrastructure & Railway Simulations

    • Swiss Federal Railways (SBB) — 2016-2024. VR simulations for railway services and emergency responders scenarios in Gotthard Base Tunnel and more.

    • Deutsche Bahn/DB Schenker — operations, customer service and railway training simulations. Characters, animations, assets.

       
       

    Corporate XR / TriCAT spaces®

    TriCAT spaces® — Corporate XR: Developed 3D ‘digital twins’ and virtual congress centers for

    Clients:

    • Audi AG

    • Bayer AG

    • Deimler AG
    • Deutsche Post

     

  • Early Career (2010–2017)
    Character Artist / Animator roles across game and interactive studios, including:
    New World Interactive - Insurgency (2014) Steam-game
    FOX 3D - Natural Selection 2
    and some others but limited to: Quarter Circle Games, IC3D Media (government project for UK mulitary forces), Octagon Interactive (Australia/EU), etc.