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Megan Fisher
Megan Fisher
Character Artist
Provo, United States

Summary

Hello there! I'm Megan. I graduated from BYU's animation program in 2025. During my time there, I got to work on both capstone projects for my year: video game "Skyguard" and short film "Love & Gold." I am currently working as an independent contractor but hope to one day work in the game industry.

Skills

Anatomy3D ModelingCharacter ModelingDigital SculptingHard Surface ModelingLow-poly ModelingTexturingUV MappingRetopologyHigh-poly Modeling

Software proficiency

ZBrush
ZBrush
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Arnold
Arnold
Perforce
Perforce
Mari
Mari
Marvelous Designer
Marvelous Designer
CLO
CLO
Houdini
Houdini
Nuke
Nuke

Productions

    • Video Game
      Skyguard
    • Year
      2025
    • Role
      Lead Character Artist, Technical Animator
    • Company
      BYU Center for Animation
    • Movie
      Love & Gold
    • Year
      2025
    • Role
      Prop Artist
    • Company
      BYU Center for Animation

Experience

  • Research Assistant at BYU Center for Animation
    Provo, US
    June 2024 - June 2025

    ● Worked on "Skyguard", BYU Center for Animation’s 2025 capstone game, throughout all phases of production.

    ● During spring pre-production, served as a concept artist. Explored the look and feel of the game’s characters, participated in design reviews, and collaborated with peers to refine concepts.

    ● During summer production, transitioned to primary role as a 3D character artist. Began modeling one of the two playable characters, Blitz. Mainly created blockouts and exploratory sculpts in ZBrush to iterate on design during this time.

    ● During fall production, promoted to Lead Character Artist. Oversaw the development of all characters, weapons, and enemies. Conducted reviews and approved assets for production. Also coordinated with the concept, rigging, animation, and programming teams to ensure assets balanced high visual fidelity with performance optimization goals.

    ● During winter and spring production, served as a Technical Animator/Technical Character Artist. Coordinated with the animation and programming teams to build and implement the locomotion systems for both players and enemies. Also developed material setups and physics assets for the characters where help was needed.