Steamroller exists to breathe life into stories, characters, and experiences in visual, physical, and virtual spaces. Each project that comes our way, be it a game, a film, or a theme park ride, exists in its own universe. It is our job to bring this multiverse to life. Our animators build believable characters and whole worlds in a multitude of universes, while our developers manipulate the rules of perception to transport you to a new definition of reality. We relish the opportunity to bring our clients’ universes to life while also developing our own stories.

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Frank Aliberti

Steamroller Studios / Frank Aliberti

Frank Aliberti


Production Coordinator

Maitland, FL

  • Management and leadership experience as a project lead, both in a game development environment as well as toy manufacturing
  • Strong organization and communication
  • Experience in a scrum/agile and waterfall software development environment
  • Familiarity with career management through tutoring senior students and early graduates entering the industry
  • Experience in game development focused on production cycles with emphasis on art development
  • Strong understanding of photorealistic characters and PBR texturing, including photogrammetry and the l atest technology of 3D scanning
  • Experience with product ownership, presentation and status report, including proficient with Excel, PowerPoint, etc.
  • Strong traditional art background


  • 3D Coat
  • 3ds Max
  • Agisoft Photoscan
  • Asana
  • Designer
  • Frostbite
  • Github
  • Houdini
  • Ignite
  • JIRA
  • Keyshot
  • Marv
  • Maya
  • Meshlabs
  • MS Excel
  • MS PowerPoint
  • MS Word
  • Mudbox
  • Perforce
  • Photoshop
  • shotgun
  • Substance Painter
  • Topogun
  • Trello
  • Unity
  • ZBrush



MFA in Digital Arts at DigiPen Institute of Technology


BBA in Management at Fundacao Armando Alvares Penteado



Production Coordinator at Aliberti Solutions

Worked with a variety of clients, ranging from toy companies to video game studios, creating 3D art focused mainly on character work. Although I had been freelancing since the start of my career in early 2014, I became fulltime in early 2017 and now I currently manage multiple teams of subcontractors through a range of multiple different jobs, organizing schedules, budgets and reviewing work.


Character Artist at Electronic Arts Tiburon

R&D and production work for a character customization prototype for Madden 20. Blendshapes and FACS, as well as managing outsourcing documentation and work for all assets being populated into the prototype. Continued development on the customization feature for an upcoming unannounced sports title as well as the creation of a prototype crowd character for the next generation of hardware. Served as a leader to other younger character artists starting their career offering motivation, knowledge and experience.


Character Artist at Creative Veteran Production

Created high and l ow resolution models, as well as photorealistic textures for medical and military simulations. Dealt with subcontractors and freelance artists during periods of high asset production volume. Was assigned lead artist i n one of the projects being developed, from mid-way through until completion.


Character Artist at Electronic Arts Tiburon

Modeled and textured characters, gear and clothing for NBA Live 16. Created documentation for outsourcing, did reviews and fixed assets, keeping the quality standards for the franchise. In addition I worked on R&D for NBA Live 18.


Character Artist at Giant Enemy Crab Games

Concepting, modeling and texturing characters and props for Due Process. Was responsible for creating their pipeline for pixel art PBR textures and a workflow for character customization. Continued to do freelance work for them until today.

  • Art
  • Updated 11 months ago

To contact this candidate email franciscoaliberti@hotmail.com

Contact using webmail: Gmail / AOL / Yahoo / Outlook