Jordan West

selected work

— PROJECT NAME

Spider-Man: Brand New Day

Pretty Big Monster's

AR Magic Mirror


— ROLE

Modeling

Texturing

Rigging

Animating

For this project with Pretty Big Monster, I was responsible for modeling, texturing, rigging, and animating the Spider-Man character featured in the interactive AR Magic Mirror experience. The installation allowed fans to step into the iconic Spidey suit and compete for high scores as their favorite web-slinger in a live, immersive environment. My workflow combined Autodesk Maya, ZBrush, and Substance 3D Painter to create a production-ready character optimized for real-time performance and animation.


— PROJECT NAME

Star Wars

The Mandalorian

and Grogu AR

Experience -

Pretty Big Monster


— ROLE

Modeling

Texturing

Rigging

Animating



For Pretty Big Monster’s Star Wars: The Mandalorian and Grogu AR experience created for Walmart, I was responsible for modeling, texturing, rigging, and animating the featured characters, including The Mandalorian, Grogu, and Anzellan characters and props from the upcoming film. Working in Maya, ZBrush, and Substance Painter, I developed production-ready assets optimized for real-time augmented reality while maintaining the visual fidelity and personality of the iconic Star Wars characters. My work contributed to an immersive fan experience that brought the world of The Mandalorian and Grogu into an interactive AR environment for Walmart customers.

— PROJECT NAME

Zicam “Cold Monster” – Character Development


— ROLE

Modeling, Sculpting,

and texturing



For the Zicam “Cold Monster” commercial with Eight VFX, I was responsible for modeling and sculpting the titular creature, helping bring the character to life for a hybrid practical/CG production.

I created the “Cold Monster” using Autodesk Maya and ZBrush, focusing on expressive forms and surface detail to support close-up performance and believability. The design needed to integrate seamlessly with practical elements already established on set, requiring careful attention to proportions, texture, and overall character appeal.

While much of the spot was achieved through practical effects, select shots called for CG to enhance performance, particularly for more nuanced facial animation. My model was used in these moments to deliver more natural, expressive movement that would have been difficult to achieve practically.

The final result blended physical and digital techniques, ensuring consistency across shots while elevating the character’s personality and on-screen impact.

— PROJECT NAME

FIFA x Lenovo


— ROLE

Character & Mocap Development (Sphere Las Vegas CES Expo)

For the FIFA x Lenovo project, created for the Sphere Las Vegas CES Expo, I was responsible for character creation and motion capture pipeline development, supporting both visual fidelity and animation workflows for a large-scale immersive environment.

I built and implemented digital characters using Autodesk Maya and Unreal Engine, leveraging MetaHuman to achieve high-quality, real-time-ready assets. This included refining character geometry, materials, and ensuring seamless integration within Unreal for optimal performance and visual consistency at scale.

In addition to character development, I created a custom motion capture pipeline. I directed and recorded live-action footage of a player, then processed the footage through QuickMagic to generate usable mocap data. These animations were cleaned and exported as FBX files, providing the animation team with accurate, production-ready motion data.

This workflow enabled a cost-effective and flexible approach to motion capture while maintaining a high level of realism, tailored for a high-resolution, immersive venue like Sphere.

— PROJECT NAME

Black Forest Gummy Bears – Character Development


— ROLE

Modeling, Sculpting,

and Texturing



For a Black Forest “Gummy Bears” commercial with Shuttlecraft TV, I was responsible for sculpting and texturing a range of stylized gummy bear characters, designed to feel both playful and visually appealing in a practical environment.

I developed the characters using ZBrush and Autodesk Maya, focusing on achieving the signature translucent, glossy look of gummy candy while maintaining strong, readable shapes for animation. Special attention was given to material definition and surface quality to ensure the characters responded believably to light and shading.

The assets were built to support expressive animation while preserving a clean, polished aesthetic consistent with the brand. The final characters contributed to a vibrant and engaging visual style, helping bring personality and charm to the spot.

— PROJECT NAME

Disney Lens Tangled


— ROLE

Modeling, Sculpting,

Lighting, Animating,

and Texturing



For this project, I was responsible for modeling, texturing, animating, and lighting the character Pascal from Disney’s Tangled, as well as the lantern props. This work was created for the Disney Parks Photo Lens, exclusive to Disneyland California. I sculpted Pascal in ZBrush, and utilized Maya for the modeling, rigging, and animation processes. Texturing was accomplished using Substance.

— PROJECT NAME

Kidult Frosted

Mini Wheats Ad


— ROLE

Modeling, Sculpting,

and Texturing



Modeling and sculpting of the food assets was done for Shuttlecraft TV. The software used was a combination of maya and zbrush.

— PROJECT NAME

Theodore Roosevelt Presidential Library –

Rangers Wanted App


— ROLE

Modeling

Texturing

Rigging

Animation




For the Theodore Roosevelt Presidential Library Augmented Reality App called Rangers Wanted, it was my responsiblity to model, texture, rig and animate the various forest critters.


Software used to create creatures was Maya, Substance, and Zbrush, Unity

— PROJECT NAME

Seagrams Ad


— ROLE

Modeling, Sculpting,

and Texturing



I modeled, sculpted, and textured the various fruit assets for this Seagrams ad while working for Charlx. The software used was Maya and Zbrush.

— PROJECT NAME

Mrs. Dash Ad


— ROLE

Designed, sculpted,

modeled, and textured



While at Taylor James, I had the opportunity to design, sculpt, and texture the various novelty salt shaker characters for this Mrs. Dash ad. Software used was Zbrush and Maya.

— PROJECT NAME

Taco Bell Combo Ad


— ROLE

Modeling and Sculpting



While at Mirada I modeled various food assets for this Taco Bell Combo Ad. Software used was Maya and Zbrush.

— PROJECT NAME

Goodness Knows Ad


— ROLE

Modeling, Sculpting,

and Texturing



For this Goodness Knows Ad, I was tasked with modeling, sculpting, and texturing various food assets while at Taylor James. Software used was Maya and Zbrush.

— PROJECT NAME

Washington Lottery Ad


— ROLE

Texturing

Modeling


For this Washington Lottery Ad, I was tasked with texturing and adding additional details to the various models while working for Alma Mater TV. Software used was maya and zbrush.