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TimeSplitters: Rewind
Props · Characters · Vehicles · UE5
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Environment Art · Beyond Extent
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Environment Art · Coming Soon
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Available for Work
3D Prop & Environment Artist · Ede, Netherlands

GIOVANNILAUFFER

Props · Characters · Vehicles · Environments
Maya · ZBrush · Substance · UE5 · 3DS Max · VRay

5+
Years Exp
2
Studios
12+
Assets Shipped
4
Languages
01 / 04
Giovanni Lauffer
GIOVANNI LAUFFER
3D Prop & Environment Artist · Ede, Netherlands
View My Story

CRAFTING WORLDS,
ONE POLYGON AT A TIME

3D artist with a Bachelor's in Creative Media and Game Technologies from Saxion. I build assets and environments that make game worlds feel like real places.

On TimeSplitters: Rewind with Cinder Interactive since 2020, shipping props, vehicles, and character assets for the largest free-content game ever made. Working under Cameron Williams (ex-Rockstar, Infinity Ward) and Samuel Freeman (Splash Damage) has pushed my craft in ways no school could.

I take feedback well, work well in a team, and I'm always looking at what I can do better.

English — Native Papiamentu — Native Spanish — Professional Dutch — Professional
Skills & Software
3D Modeling
Autodesk MayaZBrush3DS Max
Texturing
Substance PainterSubstance DesignerPhotoshop
Real-time & Rendering
Unreal Engine 5UnityMarmoset ToolbagVRay
Pipeline & Workflow
Trello / AsanaScrum / Agile
Open To
Remote On-site Relocation Freelance Contract Full-time
What I Do
Hard Surface Modeling
Vehicles, weapons, props, and mechanical assets. Game-ready meshes with clean topology.
UV Mapping & Normal Baking
UV layouts that get the most out of each texture sheet. Solid high-to-low bakes, no shortcuts.
PBR Texturing
PBR materials in Substance Painter and Designer. Metal, wear, grime, aged surfaces.
Environment Art
Modular sets, props, and environmental dressing. Architecture and organic forms built to fill a scene.
Work Experience
Education
Awards
Industry Recommendations
"Prior to beginning my time at Rockstar, I acted as producer for Giovanni, providing him with ongoing tasks and critique. Giovanni has a striking mindset of 'what's next' and was always extremely enthusiastic in providing high quality assets for TimeSplitters Rewind with a strong diligence not often found among other prop and environment artists. He would always run with critique and go above and beyond the expectations of the team to the point where we put him on the highest quality hero assets, trusting him with some of the most commonly viewed props throughout the game. I highly recommend Giovanni from my time managing him and think he'd do great in any studio!"
Cameron Williams
Cameron Williams
Senior Game Designer, Absurd Ventures
Formerly Infinity Ward · Rockstar Games
"Giovanni is an incredible person as well as a passionate developer. He is an adaptable artist who works well with others and strives to be better every single day. You will not only get a strong and passionate artist but you will also get a good person."
Willem Kranendonk
Willem Kranendonk
Founder, Odyssey Cocktail Interactive
Formerly Level Designer at Zynga · Amazon Games · EA Velan · WAYFORWARD · TIC TOC GAMES
"Giovanni demonstrated a strong work ethic and a remarkable ability to handle critique effectively. His dedication, receptive attitude, and effective collaboration make him a valuable asset to any creative endeavor."
Samuel Freeman
Samuel Freeman
Character Artist, Splash Damage
Formerly Bulkhead · Cinder Interactive
"Giovanni is a great co-worker with a strong drive to learn. He likes to perform and get things done."
Rutgher Jousma
Rutgher Jousma
CGI Developer, Lukkien
Formerly VHU Europe · Color Bleed

PORTFOLIO

Props · Vehicles · Characters · Environments

My Story

Hooked at Eight.
Still Going.

A 3D artist who grew up on games and never stopped wanting to make them.

Origin

I was born in Groningen, but left at nine months old for Curaçao, where I grew up with my mother and stepfather Harry Lauffer, brother of the Dutch-Antillean poet Pierre Lauffer. I was always drawing, always looking at things. Give me a pencil and a blank page and I could disappear for hours.

The Spark

It started at a party I had no business being at. I was a bored kid surrounded by adults until someone sat me down in front of his NES. The second I touched that controller, that was it. Mario. Star Fox. Mario Kart. I would not stop begging my Mom for one.

The day we went to buy it, I found the NES in the shop, stood in front of it, and told her: this one, not the others. The shop employee had other ideas and convinced her to go with the black box that looked nothing like what I wanted. I was furious the whole ride home.

I opened it anyway. It was a Nintendo 64. 3D graphics, a generation ahead of anything I had seen. Super Mario 64, Mario Kart 64, Donkey Kong 64. I forgot everything I was angry about. Then someone moving to the Netherlands gave away their kid's game collection before leaving. I got Conker's Bad Fur Day, Perfect Dark, and GoldenEye 64 in one afternoon. That's when it clicked. People make these for a living. I was eight, and I already knew what I wanted to do.

"Movies get two hours. Games last much longer — and build a connection that nothing else comes close to."

Games That Shaped Me
The Legend of Zelda: Ocarina of Time Conker's Bad Fur Day GoldenEye 007 Perfect Dark Jet Force Gemini Grand Theft Auto franchise Hitman series Elder Scrolls V: Skyrim Fable Need for Speed Gran Turismo Battlefield series Call of Duty 4: Modern Warfare Red Dead Redemption 2

Consoles along the way: N64, Gaming PC, PS2, PS3, GameCube, PS5. Motorsport has always been a second obsession, which is a big part of why vehicles and hard surface work feel so natural.

Education

I always attended art class. At the International School of Curaçao I paid close attention in both Art and Computer classes and started building a real portfolio. To push further, I went to Adriana's Academy of Art alongside school, studying realism and sharpening the fundamentals everything else is built on.

I applied four times to NHTV Breda (now Breda University of Applied Sciences). Saxion gave me my shot, and I took it seriously. That's where I found 3D. Not because it was the obvious path, but because it matched what I was good at and actually got me interested. By the time I finished, I'd figured something out I hadn't expected: I enjoy making games more than playing them. And I love playing games.

Career

After Saxion I joined Lukkien, doing photorealistic CGI renders for Rituals cosmetics: modelling, UV mapping, shader networks, texturing, and rendering across their product range. I'm grateful for what they taught me. But CGI was never where I wanted to end up. Games always was.

Since 2020 I've been shipping props, vehicles, and character assets for TimeSplitters: Rewind with Cinder Interactive, the largest free-content game ever made. Getting to work under Cameron Williams (ex-Rockstar, Infinity Ward) and Samuel Freeman (Splash Damage) has pushed my craft further than school ever did.

I'm now based in Ede, working on what I set out to do at age eight.

What I'm After

The gaming industry is having a rough stretch. The layoffs are real and the uncertainty is real. I'm not blind to it. But I believe in this medium, in the people making it, and in what I can bring to the table.

I'm open to roles in 3D environment art, prop art, and hard surface. Remote, on-site, relocation, freelance, contract. I'll go where the work is and where I can keep getting better. The goal is to get in the door. Everything else follows.

All Projects

Images
More Projects
Available for work — Currently shipping TimeSplitters: Rewind · Prop & Environment Artist · Game studios · Remote or on-site · Ede, NL
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