VR, 3D assets, simulators, interactive environments and real-time visual production.
A M C U
Anthony Marcos Contreras Urgiles
Engineer in Virtual Reality and Video Games
I create immersive VR experiences, real-time 3D assets, interactive simulators, and digital environments for games, training, architecture, visualization, and XR applications.
Visual and interactive services for immersive projects
I create 3D content, VR experiences, simulators, and interactive environments that combine visual quality, technical functionality, and real-time performance.
VR / XR
VR / XR Experiences
Immersive virtual reality experiences for architecture, training, product visualization, and interactive digital spaces.
3D Assets
3D Modeling & Animation
Characters, props, environments, animated assets, and optimized models prepared for real-time applications.
Simulation
Interactive Simulators
Visual and interactive support for training simulators, medical visualization, educational workflows, and technical learning experiences.
Real-Time
Game & Interactive Development
Unity and Unreal-based prototypes, gameplay systems, scene assembly, object interaction, and real-time visual implementation.
Service focus: immersive, optimized, and visually clear digital experiences for games, XR, simulation, architecture, and real-time production.
My creative and technical toolkit
Blender
I use Blender for 3D modeling, asset optimization, props, environments, retopology, animation, and real-time model preparation.
Unreal Engine
I use Unreal Engine for high-fidelity visualization, immersive prototypes, real-time environments, and strong visual presentation.
Unity
I use Unity to build VR applications, simulators, interactive environments, gameplay prototypes, and real-time 3D experiences.
Adobe Photoshop
I use Photoshop for texture editing, visual polish, presentation images, mockups, material references, and graphic adjustments.
Adobe Illustrator
I use Illustrator to create icons, interface references, vector graphics, signage, visual assets, and branding elements.
A workflow focused on clarity and performance
Technical Focus
I balance visual quality with clean implementation, usability, and real-time project requirements.
Optimized Assets
I create and prepare 3D assets with performance, scale, topology, and engine integration in mind.
Immersive Experiences
I design digital environments that feel clear, interactive, and useful for VR, games, and simulation.
Let’s define your immersive project
Share your idea, references, target platform, and expected deliverables. I can support VR experiences, 3D assets, simulators, game prototypes, architectural visualization, and interactive environments.
