Alexander Ignatenko Resume Pdf

Resume

Alexander Ignatenko

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

Germany | LinkedIn | Portfolio

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

 

SUMMARY

3D Character and Tech Artist with over 12 years of experience building high-fidelity character pipelines for AAA games, VR/AR industrial simulators, and complex real-time interactive environments. Pioneer behind VR/AR medical and industrial training simulations. Expert at bridging the gap between federally funded R&D research (BMBF) and entertainment tech. 

Successfully developed medically validated avatar and character systems for global industry leaders including Porsche, Daimler, Siemens, Trumpf, Sysmex while pioneering “Serious Games” training apps solutions in collaboration with top German universities. Dedicated to delivering technical excellence, cutting through the corporate fluff to build high-impact assets where technology and entertainment actually matter.


AREAS OF EXPERTISE

Full Character Creation Pipeline:

  • Character Design & Creation
  • High & Low-Poly Modeling & Sculpting
  • Cloth Art - Marvelous Designer
  • In-Game Topology Optimization
  • PBR Texturing
  • Rigging, Skinning
  • Animation. Motion Capture (from direction to in-game results)
  • 3D Scanning & Photogrammetry
  • Development & implementation of complex character assets in close collaboration with developers.

SOFTWARE & TOOLS

  • 3D Software:  3ds Max, ZBrush, Substance, Adobe Suite, 3D-Coat, various retopo tools. Substance Painter/Designer, xNormal, Quixel Suite, Marmoset.

  • 2D & UI/UX: Photoshop, Adobe Creative Suite

Work Experience:

TriCAT GmbH (2018–2024)

 

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


Corporate XR / TriCAT spaces®

TriCAT spaces® — Corporate XR: Developed 3D ‘digital twins of senior employees’ characters for virtual congress centers (covid times)

for Clients:

  • Audi AG
  • Bayer AG
  • Daimler AG
  • Deutsche Post

Medical / Healthcare VR Simulations

As the Lead 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) — a high-fidelity prototype that successfully convinced leading university hospital directors and federal auditors to greenlight and fund the research initiative.
        • 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 injuries (burns, amputations) for interactive training of 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; law  enforcement, firefighters etc.

      Such as Swiss Federal Railways (SBB) Firefighters training, various paramedics trainings 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 — precision interaction systems, and real-time lighting setups. Characters, animations.

      • 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 developed in close collaboration with elite emergency response teams for disaster-response training in the Gotthard Base Tunnel.

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

         
         

    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), Octagon Interactive (Australia/EU), Animator for Sydney University (Australia) for its animation department, etc.