Procrastinating Sloth

Unity & Unreal Engine 5 Game Developer · 3D Character Artist

Taking it slow, delivering it right.

Procrastinating Sloth brand — Unity & Unreal Engine 5 developer Andres Capurro

Andres Capurro — Game Developer & 3D Artist

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.

Unity Development Unreal Engine 5 3D Character Art

Game Development & 3D Art Services

Low-poly robo models — 3D game asset models

3D Character Sculpting for Games

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.

Stylized 3D robot character render — Unreal Engine 5 hard-surface model

Game-Ready 3D Modeling

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.

Hard-surface 3D robot model — game-ready Blender asset

Unity & Unreal Engine 5 Asset Pipeline

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.

2D concept to 3D character blockout — Blender sculpting pipeline

Full-Cycle Game Development

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.

Core Skills

Game Design & Systems

Gameplay systems design, mechanic prototyping, and player-experience tuning — from first pitch through vertical slice to shipped Unity or Unreal Engine 5 build.

3D Modeling & Sculpting

Blender-based 3D modeling for characters, props, and environments. Low-poly game assets and high-poly hero sculpts with production-clean topology.

Rigging & 3D Animation

Character rigging and keyframe animation in Blender — walk cycles, combat sets, and cinematic sequences exported cleanly to Unity and Unreal Engine 5.

Game Programming & Blueprint

Unity gameplay scripting, Unreal Engine 5 Blueprint logic, and maintainable game architecture drawn from years of software engineering discipline.

Selected Work

Troll character face sculpt

Troll — Face Sculpt

High-poly character sculpt with detailed facial features, horns, and skin texture.

Troll character full body sculpt

Troll — Full Body

Complete character sculpt with armor details, proportional anatomy, and surface texturing.

Character concept to 3D pipeline

Concept to 3D Pipeline

From 2D concept art through blockout to final 3D model — the full character creation workflow.

Robot character render

Robot Character

Stylized robot with glowing emissive elements, articulated joints, and mechanical detailing.

Low-poly character mesh

Low-Poly Mesh

Clean low-poly character model built from concept references — ready for subdivision and detail work.

3D spotlight equipment model

Hard Surface Assets

Hard-surface assets, ready for import.