Pablo Muñoz Gómez

Art Director

Based in NL

About

I'm a 3D concept and character artist with a passion for education. I love crafting compelling visual narratives and designs that tell a story, and I enjoy sharing what I've learned through resources to help other artists grow.
Work

Karnax was developed during a live workshop inside The Extra Mile course, evolving across the 8 live sessions from early concept sketches into a fully realised character together with the TEM students. The goal was to demonstrate how a strong narrative foundation can directly inform design decisions, anatomy, surface detail, and overall presence. Throughout the process, we explored how story, biomechanics, and visual language can grow together, using Karnax as a case study to show how a character can emerge organically when concept, sculpting, and storytelling are treated as a single, unified workflow.

Karnax

Karnax was developed during a live workshop inside The Extra Mile course, evolving across the 8 live sessions from early concept sketches into a fully realised character together with the TEM students. The goal was to demonstrate how a strong narrative foundation can directly inform design decisions, anatomy, surface detail, and overall presence. Throughout the process, we explored how story, biomechanics, and visual language can grow together, using Karnax as a case study to show how a character can emerge organically when concept, sculpting, and storytelling are treated as a single, unified workflow.

I worked as a concept artist with Archetype Entertainment on Exodus, designing creatures, characters, and other bits for the game. Working closely with Art Director Jeremy Cook, I explored visual ideas guided by strong world building and clear artistic direction, while still having plenty of room to experiment. A particularly inspiring part of the process was receiving short descriptive excerpts from Peter F Hamilton, which provided a rich narrative foundation for imagining the beings that inhabit this universe. It was a deeply creative experience where storytelling and design went hand in hand.

The Malabrachts

I worked as a concept artist with Archetype Entertainment on Exodus, designing creatures, characters, and other bits for the game. Working closely with Art Director Jeremy Cook, I explored visual ideas guided by strong world building and clear artistic direction, while still having plenty of room to experiment. A particularly inspiring part of the process was receiving short descriptive excerpts from Peter F Hamilton, which provided a rich narrative foundation for imagining the beings that inhabit this universe. It was a deeply creative experience where storytelling and design went hand in hand.

I worked as a concept artist with Archetype Entertainment on Exodus, designing creatures, characters, and other bits for the game. Working closely with Art Director Jeremy Cook, I explored visual ideas guided by strong world building and clear artistic direction, while still having plenty of room to experiment. A particularly inspiring part of the process was receiving short descriptive excerpts from Peter F Hamilton, which provided a rich narrative foundation for imagining the beings that inhabit this universe. It was a deeply creative experience where storytelling and design went hand in hand.

The Holosiem

I worked as a concept artist with Archetype Entertainment on Exodus, designing creatures, characters, and other bits for the game. Working closely with Art Director Jeremy Cook, I explored visual ideas guided by strong world building and clear artistic direction, while still having plenty of room to experiment. A particularly inspiring part of the process was receiving short descriptive excerpts from Peter F Hamilton, which provided a rich narrative foundation for imagining the beings that inhabit this universe. It was a deeply creative experience where storytelling and design went hand in hand.

Testimonials

Will Tait

"Finding Pablo’s UZG course was a blessing. Now I am learning the fundamentals necessary to realize my vision."

Aurélien Oger

"I was directly put at ease by the methodology and Pablo's way to deconstruct the software to make it accessible to us. It changed my way to see ZBrush and will be a wonderful asset in the future."

Javier Furquez

“Pablo is, without a doubt, the best learning experience that I've had in my career, his way of structure the classes and the organisation is perfect..."

Chris J. Brindley

"Pablo's style of teaching is amazing, he has a way of getting complex ideas to stick in your brain."

Newsletter

Subscribe

Nice, you're all signed up!
Oops! Something went wrong.