About

I'm an Art Director and Creative Technologist. Twenty years building characters for film and platforms. Almost a decade at Disney Animation, then art direction for Meta's avatar system. I founded MeshSynergy to build production tools for character artists, independent or in teams.

I'm an Art Director and Creative Technologist. Twenty years building characters for film and platforms. Almost a decade at Disney Animation, then art direction for Meta's avatar system. I founded MeshSynergy to build production tools for character artists, independent or in teams.

At Disney, I supervised character modeling on Encanto (VES Award) and Wish, and worked across multiple films from 3D Visual Development through final production models. I created the universal biped topology that became the studio standard across all characters, and built multiple tools and workflows around it.

At Disney, I supervised character modeling on Encanto (VES Award) and Wish, and worked across multiple films from 3D Visual Development through final production models. I created the universal biped topology that became the studio standard across all characters, and built multiple tools and workflows around it.

At Meta, I lead art direction for the stylized avatar system: directing the ML pipeline that turns real users into characters with stylized likeness, through parametric face and body frameworks, expression systems, and the visual rules that keep millions of avatars consistent with the style.

Art Direction

Setting the visual direction when none exists, and building the rules that keep it consistent across teams and scale.

Creative Technology

The systems underneath: procedural pipelines, parametric tools, and AI-informed workflows that let artists focus on the work, not the plumbing.

Technical Direction

The bridge between art and engineering: reducing iteration cycles, solving for constraints, and making sure characters actually ship.

Journey

Every role built the next one.

From character modeling at Disney Animation to art directing Meta's avatar platform. Nearly two decades of craft, tools, and visual leadership.

Roles

Art

TECHNICAL

LEADERSHIP

2006

2008

2010

2012

2014

2016

2018

2020

2022

2024

2026

2028

Moar

Freelancer

ESDi

Muf

Lion Toons

Enne Entertainment Studios

Kandor Graphics

Aardman

Walt Disney Animation Studios

Meta

Riot Games Collectibles

CG ARTIST

CHARACTER MODELER & CHARACTER TD

CHARACTER MODELER

CHARACTER MODELING SUPERVISOR

ART Director

ART DIRECTOR &

CREATIVE TECHNOLOGIST

MUF

SPA

MeshSynergy

Qvisten

DIGIC

To learn more about my career, here are two formats to choose from:

CASE STUDIES

The work.

Visual development and character systems for Disney Animation features. Art direction for Meta's avatar platform. Production tools built as artist to artist.

Credits

Every credit. Every frame.

Every credit.
Every frame.

From character modeling on Disney Animation features to art directing Meta's avatar platform. Nearly two decades of production work across studios, scales, and disciplines. Every role built the next one.

  • Meta

    |

    2024

    Art Director

    Defined the visual identity for Meta's Avatar Style 2.0: what 2 billion users' characters should look like, and the quality frameworks that kept it consistent across teams on three continents. Designed the parametric face and body systems underneath and directed the AI personalization model. Representation scores exceeded targets at 3.8 against a 3.0 goal.

  • Walt Disney Animation

    |

    2023

    3D Visual Development & Character Modeling Supervisor

    Character Modeling Supervisor for Disney's 100th anniversary feature. Developed the 3D interpretation of Asha and managed a team of seven through production.

  • Walt Disney Animation

    |

    2021

    3D Visual Development & Character Modeling Supervisor

    Developed the 3D visual language for the full cast, finding the balance between stylization and naturalistic emotion that unlocked director approval. Supervised a team of nine from early development through final delivery. VES Award for Mirabel. Academy Award for Best Animated Feature.

  • Walt Disney Animation

    |

    2021

    Character Modeler

    Modeled Sisu in human form and Tong, ensuring both characters' personalities came through in the geometry. Close collaboration with animation ensured the models performed across their full emotional range.

    NOMINATED

    NOMINATED

  • Walt Disney Animation

    |

    2019

    Technical Foundation Work

    Created the universal biped topology that became Disney Animation's character standard. First shipped on Frozen II, still the foundation for every human character at the studio seven years later.

  • Walt Disney Animation

    |

    2018

    Character Modeler

    Reimagined iconic Disney Princesses including Ariel and Mulan to fit the film's visual direction. Also built Spamley and the avatar representations of internet users across the film's digital world.

    NOMINATED

    NOMINATED

  • Walt Disney Animation

    |

    2017

    Character Modeler

    Modeled new characters while leading the transition away from the studio's older topology archetype. The work balanced creative character building with a technical shift that would affect how every subsequent biped character was built across the studio.

  • Walt Disney Animation

    |

    2016

    Character Modeler

    Modeled Maui's shape-shifting forms and Teka the lava monster, balancing artistic vision with the technical complexity of characters that needed to deform and transform convincingly on screen.

    NOMINATED

    NOMINATED

  • Walt Disney Animation

    |

    2016

    Character Modeler

    Built diverse character models across the film's richly detailed world, from hero characters to supporting cast. Every model had to hold up in cinematic shots and theme park real-time applications.

  • Walt Disney Animation

    |

    2022

    Visual Development Artist & Character Modeler

    Led visual development and full character execution for Walk, part of Disney+'s Short Circuit experimental shorts program. Responsible for the entire character pipeline from concept to final asset.

  • Walt Disney Animation

    |

    2020

    Character Modeler

    Modeled characters for Lucky Toupée and Cycles, Disney's first VR real-time short. Adapted feature-level character standards to the hard constraints of real-time rendering and VR performance budgets.

  • Aardman Animation

    |

    2012

    CG Modeler

    Handled character, set, and prop modeling for Aardman's feature, translating their stop-motion aesthetic into production-ready digital geometry while preserving the handcrafted feel of their signature style.

    NOMINATED

    NOMINATED

  • Kandor Graphics

    |

    2013

    Lead Character Modeler

    Modeled and refined the film's main characters, balancing visual appeal with technical precision. Every asset had to hold up under animation while staying true to the film's artistic direction.

Portfolio

The craft behind the credits.

The characters, creatures, and systems behind the credits. Modeling, visual development, rigging, and technical art across film, games, and platforms.

Contact

Let's talk.

I work across art direction, character systems, and production infrastructure. Whether you're building an avatar platform, staffing a character team, planning a talk or panel, or looking for someone who's done both the creative and the technical side, I'd like to hear about it.

Follow Me

© SergiCaballerStudio LLC 2022-2026. All rights reserved. All trademarks are the property of their respective owners.

Follow Me

© SergiCaballerStudio LLC 2022-2026. All rights reserved. All trademarks are the property of their respective owners.