Jesse Bonelli-Mooney
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Jesse Bonelli-Mooney Email & Phone Number

Principal Character Artist | Art Direction | Leadership |Formerly the Lead Character Artist at Avalanche Studios
Location: Brooklyn, New York, United States 9 work roles 2 schools
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Role
Principal Character Artist | Art Direction | Leadership |Formerly the Lead Character Artist at Avalanche Studios
Location
Brooklyn, New York, United States

Who is Jesse Bonelli-Mooney? Overview

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Jesse Bonelli-Mooney is listed as Principal Character Artist | Art Direction | Leadership |Formerly the Lead Character Artist at Avalanche Studios based in Brooklyn, New York, United States. AeroLeads shows a matched LinkedIn profile for Jesse Bonelli-Mooney.

Jesse Bonelli-Mooney previously worked as Lead Character Artist at Avalanche Studios and Senior Character Artist at Avalanche Studios. Jesse Bonelli-Mooney holds Bachelor Of Fine Arts (B.F.A.), Illustration from Rhode Island School Of Design.

Profile bio

About Jesse Bonelli-Mooney

With over 10 years of experience in AAA game development, specializing in creating high-quality, detailed character models for iconic titles like Just Cause 3 & 4, Rage 2, and a brand new IP called Contraband. Highly skilled in all areas of character art development, I excel at balancing artistic vision with technical execution. I am also passionate about mentoring and empowering others, fostering a collaborative, creative environment where the team can thrive and deliver exceptional results. I am always seeking new challenges that allow me to push the boundaries of character design and contribute to building memorable, immersive experiences.I am currently available for full-time workPortfolio: https://jessejamesmooney.artstation.com/

9 roles

Jesse Bonelli-Mooney work experience

A career timeline built from the work history available for this profile.

Lead Character Artist

Greater New York City Area

• Directed the Character Art teams through the creation of exceptionally high quality and realistic character models from concept to completion for various AAA open-world titles (Just Cause 4, its DLCs, and a new IP called Contraband). • Collaborated closely with Art Direction and Narrative team to establish the visualization and stylization of our characters. • Established and maintained the overall standard of quality for character development on the project (consistency of modeling, texturing, materials, in-game setups, and implementation of all character assets).• Regularly communicated with and provided feedback for both internal & external art teams (also gathered references & built briefs to complement and clarify concepts & art direction).• Collaborated with Production to develop & maintain an ongoing backlog with accurate time estimates. • Delegated tasks across the team. • Collaborated with Tech Art, Programming, and Animation teams to ensure models were performing at our target benchmarks (both visually and technically).• Defined reasonable tricounts, material counts, and texture sizes.• Collaborated with Programmers to establish a fully functional character customization system for our player system in Contraband.• Mentored and facilitated the professional growth of our team members.• Stayed up-to-date on best practices and latest technologies while working within limitations of the proprietary game engine.• Encouraged creativity and problem solving from all artists on team.

Jun 2018 - Jun 2024

Senior Character Artist

Greater New York City Area

• Oversaw the development of all characters from concept to releasable on Just Cause 4. Applied artistic, technical, and managerial expertise to drive team success.• Directed and mentored a team of character artists, ensuring high-quality AAA content delivery with speed & good communication.• Managing day-to-day responsibilities including problem-solving, resource management, pipeline development, and R&D.• Accurately and consistently brought character concepts to life as high quality & realistic models, while maintaining continuity of vision & style of the project.• Facilitated career development of internal character artists across projects, and contributed to the hiring and onboarding processes.• Recognized as an excellent team member and problem-solver, which contributed positively to team dynamics and project success.

Jun 2017 - Jun 2018

Character Artist

New York, New York

• Created high quality character models from concept to completion on the AAA title Just Cause 4.• Oversaw the full character production process from block-outs to final content.• Established & maintained character aesthetics throughout production, ensuring consistency and high-quality results.• Established pipeline improvements that enhanced quality, speed, and variety of characters.• Researched, built, and operated an in-house face scanning photogrammetry rig for use in the creation of wordsim faces, which significantly improved quality and speed of production faces for Just Cause 4 and Rage 2.• Guided & trained incoming artists, facilitating smooth integration into the team.• Collaborated regularly with production, animation, art direction, narrative, and technical direction teams to align on project goals.

May 2016 - Jun 2017

Environment Artist

New York, New York

• Collaborated in a small, interdisciplinary team to create art content for Just Cause 3 and its DLCs• Sculpted and painted terrain, and created and textured assets from concept to in-game placement.• Tested asset functionality, including collision setup, playtesting, and destruction.• Developed & dressed military assets & various locations, ensuring high-quality and realistic in-game environment

Jan 2014 - May 2016

Character Modeler

• Modeled and prepared character sculpts for 3D Printing to be included in the tabletop High Heavens, the Egyptian expansion, and Streets of Steel.

Mar 2014 - Mar 2019

Lead Character Artist

Virtual Theater Collaborative

New York, New York

• Created characters for an immersive digital production of Anne Carson’s one-act play: “Krapp Hour.” • Modelled, textured, & integrated all 3D content, including 14 characters• Collaborated regularly with production, technical direction, and narrative teams

Jul 2013 - Jan 2014

Environment Artist

Cambridge, Massachusetts

• Collaborated with a small team on an unannounced open-world AAA title, creating large level sections from foundation to final art.• Modeled & textured architecture, terrain, foliage, and props from start to releasable in-game content.• Set-dressed 3D environments with content. • Was responsible for basic shader graph setups.

Sep 2012 - Apr 2013

Character Artist

Providence, Rhode Island

• Modeled, textured, & integrated character art assets for the MMORPG AAA title Kingdoms of Amalur. • Mainly responsible for 3D creation & integration of weapons and armor assets.• Concepted & designed weapons for production as well.• Adapted to the studio’s modified version of Unreal Engine for asset integration and optimization.• Re-modeled low-poly armor sets for various races, classes, and genders, ensuring consistency and quality across assets.

Jun 2011 - May 2012

Freelance Illustrator

Home

• Illustrated three images for Author Jason Marchi's short story "When the Rain Stops." • Illustrated 14 full color images for an educational hardcover published children's book, "The Legend of Hobbomock the Sleeping Giant," by Author Jason Marchi.

Jan 2009 - Dec 2011
2 education records

Jesse Bonelli-Mooney education

Education record

Lyme-Old Lyme High School
FAQ

Frequently asked questions about Jesse Bonelli-Mooney

Quick answers generated from the profile data available on this page.

What is Jesse Bonelli-Mooney's role at their current company?

Jesse Bonelli-Mooney is listed as Principal Character Artist | Art Direction | Leadership |Formerly the Lead Character Artist at Avalanche Studios.

Where is Jesse Bonelli-Mooney based?

Jesse Bonelli-Mooney is based in Brooklyn, New York, United States.

What companies has Jesse Bonelli-Mooney worked for?

Jesse Bonelli-Mooney has worked for Avalanche Studios, Wild Power Games, Virtual Theater Collaborative, Harmonix Music Systems, and 38 Studios.

How can I contact Jesse Bonelli-Mooney?

You can use AeroLeads to view verified contact signals for Jesse Bonelli-Mooney, including work email, phone, and LinkedIn data when available.

What schools did Jesse Bonelli-Mooney attend?

Jesse Bonelli-Mooney holds Bachelor Of Fine Arts (B.F.A.), Illustration from Rhode Island School Of Design.

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