High-fidelity human characters and assets pipelines; precise modeling, sculpting, topology, materials, skinning, animation.
Resume
Alexander Ignatenko
Character creation, animation and technical implementation for real-time 3D, immersive VR training and interactive simulation systems. Focused on combining high-quality character art with functional, production-ready assets and behavior.
Profile
3D Character Artist and Technical Artist with experience delivering character assets, animation and interactive real-time systems for medical, industrial and XR applications. At TriCAT GmbH, I worked as the primary character artist across medical R&D projects, contributing to character production, animation, interactive equipment and dynamic simulation behavior.
My work spans the full path from modeling and sculpting through topology, materials, rigging and animation to technical implementation in interactive real-time environments.
Core Specialisations
Character and assets animation, rigging, VR ready animation systems for real-time applications.
Asset pipelines, runtime optimization, technical implementation and visual-quality/performance balance.
High quality Interactive avatars/characters without compromises also for VR, dynamic and complex systems as real-time symptom behavior for medical and industrial simulations.
Professional Experience
Senior Character Artist / Tech Artist / Animator / VR Gameplay Designer
Worked as the primary character artist on medical R&D and industrial training projects, producing human characters and supporting their use in interactive real-time simulations.
- Created and prepared human characters and other 3D assets for real-time VR applications.
- Produced character and equipment animations, including interactions designed for immersive training scenarios.
- Contributed to technical implementation, asset preparation and optimization for real-time use.
- Worked on dynamic character and symptom behavior for medical simulation scenarios.
- Supported interactive VR gameplay and training workflows, combining art production with functional implementation.
Selected Projects
EPICSAVE
VR emergency-care training project. Character work and interactive simulation content supported realistic emergency scenarios and training workflows.
Project period: 2016–2019 · BMBF-funded research project
ViTAWiN
Immersive training systems for emergency medical care, building on VR training approaches and simulation environments. TriCAT contributed to production of the VR/AR training system.
Project period: 2018–2022 · BMBF-funded research project
i:medtasim
Medical simulation work involving interactive 3D assets and training content. Character art and animation formed part of the wider real-time simulation workflow.
Porsche
Produced 3D content for desktop and VR training applications, alongside 3D visualization work for a COVID-era office and whiteboard environment.
SBB · Gotthard Base Tunnel
Contributed 3D content for training and visualization contexts related to railway and infrastructure operations.
TRUMPF · Siemens · Daimler
Industrial and technical training content involving 3D assets, visualization and real-time learning environments.
Audi · Bayer · Bosch
Additional industrial project and client experience across technical, commercial and training-related content.
Spaces® XR · ABS · Public Safety
Additional XR, emergency-service and applied simulation work, including training contexts involving Deutsche Bahn and Bundespolizei.
Companies, Research & Project Partners
Selected companies, institutions and organizations associated with projects and professional work. Logos link to official websites.
Industry & Technology
Research, Universities & Emergency Services
The partner and client selection highlights the professional and research environments connected with these projects; it does not imply that every organization commissioned every individual asset.