ABOUT

ABOUT

THE MENTORS

THE MENTORS

HANNAH

HANNAH

DreamWorks character modeler. Studio taste. Brutally clear notes.


DreamWorks character modeler. Studio taste. Brutally clear notes.


“ Dragons are cats with wings-Ship it! ”

“ Dragons are cats with wings-Ship it! ”


DreamWorks character modeler with 10+ years across feature animation and VFX. In mentorship, Hannah gives studio-style demos + modelovers that turn “nearly there” into clean, appealing, production-ready finals.


DreamWorks character modeler with 10+ years across feature animation and VFX. In mentorship, Hannah gives studio-style demos + modelovers that turn “nearly there” into clean, appealing, production-ready finals.



A Los Angeles–based character modeler with 10+ years of experience across live-action VFX and feature animation, currently at DreamWorks Animation. She began her career in practical effects at Legacy Effects (formerly Stan Winston Studio), contributing to major franchises including Guardians of the Galaxy and The Avengers.

Focused on feature-animation craft, Hannah transitioned into animated storytelling and has helped bring characters to life on DreamWorks films including The Wild Robot, Ruby Gillman: Teenage Kraken, and Puss in Boots: The Last Wish. Her work was recognized with the DreamWorks Ingenuity Award, an honor given by peers for creative problem-solving and innovation.

Hannah specializes in stylized production character modeling, collaborating closely with production designers and directors to define leading characters. Her background in rapid prototyping and collectibles gives her a unique edge—pairing strong anatomical knowledge with imaginative design to build characters that feel both believable and appealing.

As an educator, Hannah has spent 7+ years teaching 3D modeling to hundreds of artists across a wide range of levels and styles—from personal portfolio work to characters for games and film. Her approach is hands-on and feedback-driven, rooted in real production workflows, and designed to push artists past “almost done” into a clear, studio-ready finish.

Outside the studio, Hannah stays active in the artist community through talks, demos, and free resources—including Gnomon and live events/workshops. Her work has been featured on platforms including 3D World, 80 Level, and CGSociety.

RUBY GILLMAN

TEENAGE KRAKEN

THE WILD ROBOT

ROZ

PUSS IN BOOTS

THE LAST WISH

HANNAH'S ROLE AS YOUR MENTOR

HANNAH'S ROLE AS YOUR MENTOR

Leads the core weekly demos + critiques,
setting clear targets and taste

Leads the core weekly demos + critiques,
setting clear targets and taste

Delivers redlines + modelovers that show the fix in a 3D-friendly way

Delivers redlines + modelovers that show the fix in a 3D-friendly way

Prioritizes what matters most so students stop spinning and start finishing

Prioritizes what matters most so students stop spinning and start finishing

Helps students move from “nearly there” to a polished, studio-ready result

Helps students move from “nearly there” to a polished, studio-ready result

Pushes appeal, shape language, anatomy, and stylization consistency to production level

Pushes appeal, shape language, anatomy, and stylization consistency to production level

TRAVIS

If it doesn’t read, it doesn’t matter. We fix the read.

TRAVIS

If it doesn’t read, it doesn’t matter. We fix the read.

Senior artist / AD with 15+ years across film, games, brands, and real-time. Travis runs studio-style dailies: what to fix today, what to delete, and how to present your work so it lands.

Senior artist / AD with 15+ years across film, games, brands, and real-time. Travis runs studio-style dailies: what to fix today, what to delete, and how to present your work so it lands.

Travis Bourbeau is a senior artist and mentor with 15+ years spanning film, games, music, and real-time production. Across roles including Head of Visual Development, Art Director, Supervisor, Lighting Supervisor, and Character Modeler, he brings a director’s eye to clarity, appeal, and production-ready decision-making.

His client and project history includes Skydance, Netflix, Nike, Madison Square Garden, Epic Games, Meta, Amazon Studios, Blur Studio, Flagship Studios, EA, and Sony, with brand and vendor collaborations including Wacom, Corel Painter, and NVIDIA. His music-industry contributions include projects with DJ Marshmello, Taylor Swift, Travis Scott, and Calvin Harris.

Outside of production, Travis served as COO managing CGSociety for 3+ years and is a founding member of IMT (Imagenarium of Technology) alongside Barmak Heshmat, Charlie Wen, and Dylan Cole—a group connecting top-tier artists with scientists across disciplines (including collaborators from MIT and Harvard) to bridge creative production with scientific research and shared understanding. He’s also volunteered in paleontology and archaeology through photogrammetry and anatomical reconstructions.

IMT TEDx: https://youtu.be/5QdJIWI989g

Travis Bourbeau is a senior artist and mentor with 15+ years spanning film, games, music, and real-time production. Across roles including Head of Visual Development, Art Director, Supervisor, Lighting Supervisor, and Character Modeler, he brings a director’s eye to clarity, appeal, and production-ready decision-making.

His client and project history includes Skydance, Netflix, Nike, Madison Square Garden, Epic Games, Meta, Amazon Studios, Blur Studio, Flagship Studios, EA, and Sony, with brand and vendor collaborations including Wacom, Corel Painter, and NVIDIA. His music-industry contributions include projects with DJ Marshmello, Taylor Swift, Travis Scott, and Calvin Harris.

Outside of production, Travis served as COO managing CGSociety for 3+ years and is a founding member of IMT (Imagenarium of Technology) alongside Barmak Heshmat, Charlie Wen, and Dylan Cole—a group connecting top-tier artists with scientists across disciplines (including collaborators from MIT and Harvard) to bridge creative production with scientific research and shared understanding. He’s also volunteered in paleontology and archaeology through photogrammetry and anatomical reconstructions.

IMT TEDx: https://youtu.be/5QdJIWI989g

RAQUEL

RAQUEL

PAY ATTENTION!!!

PAY ATTENTION!!!

Raquel Ribeiro is a 3D Environment and Prop Artist currently working at Flying Bark Animation Studios, with a deep love for stylized modeling—especially organic assets like foliage, natural elements, and handcrafted props that make worlds feel alive, cozy, and just a little bit chaotic in the right way, much like herself.


She has worked on projects for international studios including Nickelodeon, Paramount, Axis Studios, and Sunrise Animation, contributing to animated feature films and TV shows. Along the way, she has created a wide range of stylized props and environment assets, usually after several “this is definitely final_version_10000000” moments.

Alongside her studio work, Raquel runs a 10-week Environment Modeling Mentorship, where she helps artists survive the emotional journey of starting, refining, and actually finishing a full environment piece. Her approach focuses on stylized and organic modeling, strong fundamentals, and unapologetically honest feedback—strong shapes, clean topology, clear direction, and yes, eventually merging the vertices.

Originally from Portugal and currently based in Madrid, Raquel collaborates with artists all over the world and approaches life much like a 3D scene: block it out, move things around, merge what belongs together, delete what doesn’t, and accept that perfection is a myth invented by untouched meshes.

Her self-care routine includes excessive amounts of coffee, falling asleep to 3D tutorials, and a very serious form of therapy involving moving vertices—until life feels manageable again.

ARTWORK

ARTWORK

“Every time you add loops, a rigger loses hope.”

“Every time you add loops, a rigger loses hope.”

PERSONAL WORK

CONCEPT BY RAYNER ALENCAR

“If everything screams, the director will hear you—max detail everywhere.”

“If everything screams, the director will hear you—max detail everywhere.”

Topology is Personality: Edge flow is your backstory—make it spiral.

Topology is Personality: Edge flow is your backstory—make it spiral.

let fashion eat the character—twelve belts, six logos, neon everywhere; faces identical aside from eye glitter; weapons bigger than the storyboard.

let fashion eat the character—twelve belts, six logos, neon everywhere; faces identical aside from eye glitter; weapons bigger than the storyboard.

We make learning obnoxiously fun

“World-building = clutter—cover the hero in props.”

“World-building = clutter—cover the hero in props.”

“If the world is huge, make the character tiny and unreadable.”


“If the world is huge, .”make the character tiny and unreadable"