Art - Tutorials - About me - email


My name is Hai Phan, and I am a character artist currently based in the southern California area, USA. I've always been fascinated by fictional worlds, and helping create believable experiences is gratifying work. Although the focus of my work is often characters, I enjoy and appreciate all aspects of interactive art.

Interviews: -


10+ years of professional 3d modeling and design experience. 8 years of PC game art experience.

Shipped AAA game titles:

  • Rift: Storm Legion (2012)
  • Rift (live content) (2011)
  • Guild Wars 2 (2012)
  • Guild Wars: Eye of the North (2007)
  • Guild Wars: Nightfall (2006)


  • Blizzard Entertainment, Senior Character Artist
    December 2013- present

    Overwatch (TBA)

    I am part of the team responsible for creating the 3d character hero models for Overwatch. I collaborate not only with the other character artists, but also with almost every other department because of how prominent the heroes are in the game. Other modeling duties include miscellaneous environment prop work and other supplemental items for the hero characters such as those required for special abilities.

  • Trion Worlds, Lead Character Artist
    May 2012- April 2013

    Rift: Storm Legion (2012)
    Rift (2011)

    Review and guide the work of other character artists. Work with design and tech art to implement new or custom character art related features. Create example files and docs. Outsource feedback and approval. High profile model creation and designs.

  • Trion Worlds, Senior Character Artist
    April 2011- May 2012

    Rift (2011)

  • Live content including character customization tweaks, character armor and vanity items, pets, creatures, npcs, mounts, bosses, etc. Concepts and models.

  • ArenaNet, Character Artist
    July 2006 - March 2011

    Guild Wars 2 (2012)
    Guild Wars: Eye of the North (2007)
    Guild Wars: Utopia (cancelled)
    Guild Wars: Nightfall (2006)

    Character art work from concept to full 3d model completion/hand painted texturing using both off-the-shelf and proprietary software and tools. Worked with designers and programmers to implement new technology and prototype ideas, particularly related to character customization and composite systems.

    Helped spearhead new production pipeline for "next-gen" character art assets, and helped transition art production to new software. Helped track asset production and reviewed assets from external production studios.

  • Angle, Inc., 3D graphics designer, Junior Engineer
    April 2003 - October 2005 (full-time), November 2005 - May 2006 (contract)

    Creating assets for real-time simulations including modeling and texturing, rigging and animation cycles of characters. Photo-realistic rendering for print and multimedia. CAD modeling for RTS (Radar Target Signature) observables. Our clients included the US Navy, Northrup Grumman, Lockheed Martin, etc.


Well rounded artist in both 2d and 3d. Versed in both diffuse painted texture models and normal mapped from high res models. Experienced in concept art, modeling, textures, rigging, animation, etc.

Held security clearance. Highly adaptable, quick learner. Meticulous and organized.

  • Maya, BodyPaint, ZBrush, Photoshop, etc.
  • Various multimedia and office software. Perforce version control.


  • Savannah College of Art & Design
    Savannah, GA 31402-3146 USA
    BFA.; Computer Art (GPA: 3.92)
    Fall 2000 - Winter 2003

  • George Mason University
    Fairfax, VA 22030-4444 USA
    intended degree: BA; Art Studio (computer graphics concentration) (GPA: 3.409)
    Fall 1997 - Spring 2000 (transferred)


  • showcased thread and banner, gold award and top rows, award
  • Summa Cum Laude, Frances Larkin McCommon scholarship, Azille C. and Lauren Lockwood Henderson scholarship

References available upon request

Personal links

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