Unity & Unreal Engine 5 Game Developer · 3D Character Artist
Taking it slow, delivering it right.
I'm Andres Capurro, a Unity and Unreal Engine 5 game developer and 3D character artist. I founded Procrastinating Sloth to deliver full-cycle game development — from concept sculpting in Blender through shipped, optimized builds — without the burnout culture that wrecks creative work.
My background is in software architecture, which means my game code is actually maintainable and my 3D pipelines are built for real production — clean topology, proper UVs, efficient polycounts. Whether you need a Unity gameplay prototype, an Unreal Engine 5 character, or a full game-ready asset pipeline, I handle it end-to-end.
High-poly 3D character sculpting in Blender, optimized for real-time rendering in Unity and Unreal Engine 5. I translate 2D concept art into expressive game-ready characters with clean topology, baked normal maps, and PBR-ready UVs — from heroic protagonists to battle-scarred monsters.
Hard-surface and organic 3D modeling with production-grade topology. Every model is built for the real-time pipeline — efficient polycount, proper UV unwrapping, LOD-friendly geometry, and clean edge flow ready for rigging, animation, and engine import.
Props, weapons, equipment, and environment pieces engineered for Unity and Unreal Engine 5. I deliver assets with baked maps, PBR-ready materials, and correct scale and pivots — dropped into your project and rendering at target frame rate, not stuck in import hell.
End-to-end game production handled by one developer: concept sketch, blockout, mid-poly and high-poly modeling, texturing, rigging, and gameplay implementation in Unity or Blueprint (Unreal). One point of contact, one consistent vision, from first sketch to shipped build.
Gameplay systems design, mechanic prototyping, and player-experience tuning — from first pitch through vertical slice to shipped Unity or Unreal Engine 5 build.
Blender-based 3D modeling for characters, props, and environments. Low-poly game assets and high-poly hero sculpts with production-clean topology.
Character rigging and keyframe animation in Blender — walk cycles, combat sets, and cinematic sequences exported cleanly to Unity and Unreal Engine 5.
Unity gameplay scripting, Unreal Engine 5 Blueprint logic, and maintainable game architecture drawn from years of software engineering discipline.