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Daniel Bystedt
Daniel Bystedt
Senior Character artist at Goodbye Kansas Studios
Stockholm, Sweden

Summary

ZBrush beta tester, tutorial creator, senior creature concept sculptor and character artist

Skills

Character ModelingDigital SculptingHard Surface ModelingTexturingCharacter DesignPBR Texturingco

Software proficiency

Blender
Blender
Mari
Mari
Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
V-Ray
V-Ray
Krita
Krita

Experience

  • Head of modeling & Lead creature artist at Goodbye Kansas Studios
    Stockholm, Sweden
    May 2018 - Present

    At Goodbye Kansas Studios I am creating high end characters and creatures for cinematic game trailers, film and tv. I take the asset from design, model/sculpt, texture, lookdev and fur/hair

    I'm also responsible for taking care of the artists of the modeling department. I make sure that they have the resources they need to do their job by handling communication with upper management. I also support them in their artistic development at the company.

  • Senior Character Artist at Goodbye Kansas Studios
    Stockholm
    June 2017 - May 2018

    My role at Goodbye Kansas studios is creating character/creature concepts and bring them through the entire pipeline (sculpt/model, texture, lookdev and hair/fur).

    Bläck studios has now merged with Fido, Imagination Studios and Pixel grinder into Goodbye Kansas studios

  • Senior Character artist at Bläck studios
    Stockholm, Sweden
    February 2015 - June 2017

    My role at black studios is creating character/creature concepts and bring them through the entire pipeline (sculpt/model, texture, lookdev and hair/fur).

  • Lead Modeler at Milford
    Stockholm, Sweden
    April 2010 - January 2015

    As lead modeler my main focus is leading the modeling and texturing department, finding the best modeling and texturing workflows and distribute that knowledge within the workgroup.

    I am also doing tool development in MEL for my own and other departments.

    From 2013 I have also been doing all main character rigging tasks within the studio.