Miha Rinne, Designer in Tampere, Finland
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Miha Rinne

Verified Expert  in Design

Designer

Location
Tampere, Finland
Toptal Member Since
June 30, 2023

Miha is a senior game developer, art director, 3D modeler, 2D/3D animator, and game designer with three decades of experience in creating game art, 3D and traditional animations, and managing teams with clients such as Housemarque, Rovio, and Maze Theory. His broad skill sets and extensive experience give Miha the perspective to analyze the project's needs and implement them with solutions that best fit the available schedules, tools, and resources.

Portfolio

Work Experience

3D Designer with CAD and Unity 3D Experience

2023 - 2023
Aerial Industries Pte. Ltd
  • Converted a NURBS model—with hundreds of components created from a CAD model—into a polygon mesh on Maya and reduced the polycount so that it was possible to take it into the Marmoset toolbag.
  • Animated the vehicle that was converted into a mesh for takeoff landing, added animated parts, and exported the animation into Marmoset viewer.
  • Created an interactive turntable and rendered video file from the animated scene imported into Marmoset viewer and wrote an animation guide for the client to help further modify the animated scene.
Technologies: CAD, Unity3D, Graphic Design, Visual Design, 3D Design

3D Designer for Interactive Children's Book

2023 - 2023
Christopher D'Angelo
  • Configured and rendered animated video clips from Maya scenes for demonstration purposes. Composed video clips from the rendered images in Adobe After Effects.
  • Set up the scenes, including camera and lights for rendering, creating its final look based on the feedback from the customer, and the animated camera pans with the lighting.
  • Combined the character animations in the time editor and added additional movement and facial animations where the scenes needed them.
Technologies: 3D Animation, Motion & Animation Design, Unity, UI Motion, 3D Design, Animation, Unity3D, Adobe After Effects, Motion Graphics

3D Designer

2023 - 2023
Christopher D'Angelo
  • Modified rigged character mesh, added animation controls, new hands, fingers, and facial expressions, and exported it to Unity.
  • Modeled in 3D and textured cartoony props to use with the characters in the scene. Also animated some of the props.
  • Created several prototype 3D animations for a character with an animation control setup I made, some with animated facial expressions using blend shapes, and exported and tested them in Unity.
Technologies: 3D Animation, Motion & Animation Design, Unity, UI Motion, 3D Design, Animation, Unity3D, Digital Art, Motion Graphics

Cartoon Illustration Designer

2023 - 2023
Vertical Recordings LLC
  • Created (inked and colored) cartoon illustration designs in high resolution for the client to be used as a spray painting template for a video performance.
  • Handled character design and sketched several cartoon illustrations based on ideas given by the client.
  • Sketched several ideas for video performances, with explanations of how they would be carried out.
Technologies: Graphic Design, Cartoons, Cartoon Illustration, Digital Illustration, Cartoon Character Design, Character Illustration, Character Design, Visual Design, Artwork, Sketching, Concept Sketching, Digital Art

3D Character Artist

2022 - 2022
Maze Theory
  • Created two NPC characters on a short-term contract for Peaky Blinders VR: King's Ransom.
  • Used industry tools (ZBrush, Maya, Substance Painter, Unity, Photoshop) for all stages of character creation.
  • Handled work stages, including sculpting, remodeling existing topology, painting skin textures, creating materials, and rigging.
  • Created alternate texture sets for PS2VR and Steam versions (not yet released).
Technologies: 3D, 3D Character Modeling, Character Rigging, Rigging, Maya, Autodesk Maya, ZBrush, Substance Painter, Unity, Unity3D, TopoGun, xNormal, PBR Workflow, PBR Texturing, Real-time Rendering Engines, 3D Design, 3D Art, 3D Visualization, 3D Product Modeling, Digital Art

Director

2022 - 2022
Deep Space Studios
  • Directed and animated a music video for Ina Forsman on commission.
  • Animated, inked, and colored all keyframes, from animatic to penciling to inks to final pass, using Cintiq.
  • Managed and supervised a team of artists to deliver background paintings and VFX.
  • Managed and updated a list of needed shots, their priority status, and place in the timeline.
Technologies: Animation, 2D Animation, Toon Boom, Storyboarding, Inking, Traditional Animation, Anime, Management, Direction, Art Direction, Cartoon Animation, Cartoon Character Design, Cartoons, Comic Art, 3D, Character Design, Creative Direction, Real-time Rendering Engines, 3D Design, Illustration, Visual Design, Character Illustration, Graphic Design, Digital Illustration, 3D Visualization, 2D Modeling, Artwork, Sketching, Concept Sketching, Digital Art, Film & Television, Video Editing, Motion Graphics

Senior 3D Artist

2021 - 2021
Valo Motion
  • Contributed to 3D game modeling and design for XR motion games for arcades and motion parks.
  • Used industry tools such as ZBrush, Maya, Substance Painter, Unity, and Photoshop.
  • Handled workflows, including sculpting, modeling, concept art, texturing, lighting, and creating post-processing profiles on Unity.
  • Collaborated with a team on the game design of arcade games and their UI using highly customized technology.
Technologies: 3D, 3D Modeling, 3D Games, Game Art, Concept Art, PBR Texturing, Texturing, Maya, Autodesk Maya, Unity, Unity3D, Photoshop CC, ZBrush, xNormal, UI Design, Art Direction, Real-time Rendering Engines, 3D Design, Augmented Reality (AR), 3D Art, Graphic Design, Digital Illustration, 3D Visualization, 3D Product Modeling, Concept Sketching, Digital Art

Creative Director

2019 - 2020
Deep Space Studios
  • Created a playable game demo with a small team using Unreal Engine.
  • Managed and supervised a team of five people with different tasks.
  • Oversaw the project, including schedules and budget.
  • Communicated and pitched the project to publishers and investors.
  • Created the game design bible and concept artwork for characters, environment assets, and project storyboards.
  • Modeled and animated the main character, Dragon NPC, and some enemy NPCs, as well as planned the production pipeline.
  • Created realistically shared hair and fur using PBR textures and shaders in a complicated pipeline from Maya to Unreal Engine.
  • Handled the character creation pipeline, which involved sculpting, modeling, concept art, texturing, lighting, and creating post-processing profiles.
  • Contributed to character animation, including working with Unreal blueprints, locomotion, motion blending, and control/animation design.
  • Directed and implemented the level design and worked with scripts and enemy AI to fine-tune the gameplay.
Technologies: Unity, Unreal Engine, Autodesk Maya, ZBrush, Substance Painter, TopoGun, xNormal, Photoshop CC, CLIP STUDIO PAINT, Animation, Art Direction, Character Design, Creative Direction, 3D, 2D Games, 3D Games, Game Development, 2D Graphics, Direction, Management, Concept Art, 3D Animation, 3D Character Animation, Character Animation, Face Rigging, Character Rigging, Rigging, Shaders, Level Design, Game Design, Gameplay Development, 3D Textures, Texture Art, Real-time Rendering Engines, 3D Design, 3D Art, Illustration, Visual Design, Character Illustration, Graphic Design, Digital Illustration, Cartoon Illustration, 3D Visualization, 3D Product Modeling, Artwork, Sketching, Concept Sketching, Digital Art

Senior 3D Artist

2018 - 2018
Koukoi Games
  • Developed 3D game modeling and additional concept design for in-game assets and characters for Om Nom Run (iOS).
  • Used industry tools such as ZBrush, Maya, Substance Painter, Unity, and Photoshop.
  • Did modeling, texturing, and rigging an animated game character (chicken on a bicycle).
  • Contributed to modeling and texturing various in-game environment assets.
Technologies: 3D, 3D Modeling, 3D Character Modeling, Character Rigging, 3D Textures, Concept Art, Maya, Autodesk Maya, ZBrush, Photoshop CC, Unity, Unity3D, Texturing, Texture Art, Real-time Rendering Engines, 3D Design, 3D Art, Illustration, Visual Design, Character Illustration, Digital Illustration, 3D Visualization, 3D Product Modeling, Sketching, Concept Sketching, Digital Art

Art Director

2016 - 2017
University of Helsinki
  • Served as the art director and lead artist on an experimental medical game project designed to treat depression for a neurological research center, Helsinki University.
  • Engaged as the lead in an art team for a game developed in the neuroscience research center. Took charge of the concept art, modeling, and animating 3D characters for a Unity-based game.
  • Led a small team of junior artists for a multiplayer 1st person shooter game prototype.
  • Established the art direction and collaborated on building a working prototype.
  • Wrote and drew a long graphic novel, "D'Moleyk—The Mole Age," occasionally in the evenings and weekends for Tähtivaeltaja magazine.
  • Sculpted, modeled, created concept art, textured, rigged, and animated characters.
  • Used industry tools such as Zbrush, Maya, Substance Painter, Unity, and Photoshop.
Technologies: Unity, Maya, ZBrush, Substance Painter, Photoshop CC, Animation, Art Direction, Character Design, 3D, Unity3D, 3D Games, Game Development, PBR Workflow, PBR Texturing, 3D Animation, Rigging, Character Rigging, 3D Character Animation, Real-time Rendering Engines, 3D Design, 3D Art, Illustration, Visual Design, Character Illustration, Graphic Design, Digital Illustration, 3D Visualization, 3D Product Modeling, Artwork, Sketching, Concept Sketching, Digital Art

Animator

2016 - 2016
Yle
  • Worked on a 1-season adaptation of my graphic novel, Journeys Into Game Industry, for Yle broadcasting service.
  • Created fully-animated, traditional animation segments singlehandedly, including storyboarding, animatics, keyframes, and in-betweens like coloring and backgrounds.
  • Handled animated inserts added into live-action segments using several techniques.
  • Served as a production artist; designed and illustrated props, t-shirts, inserts, posters, and more, to be used by the set decorators or worn by the actors.
Technologies: Toon Boom, CLIP STUDIO PAINT, Cartoons, Cartooning, Cartoon Animation, Cartoon Illustration, Cartoon Character Design, Traditional Animation, Animation, 2D Graphics, Character Design, Illustration, Visual Design, Character Illustration, Graphic Design, Digital Illustration, Artwork, Sketching, Concept Sketching, Digital Art, Film & Television, Video Editing, Motion Graphics

Senior Game Developer

2010 - 2014
Housemarque
  • Conducted the concept design, modeling, texturing, and level design for Furmins for iOS.
  • Acted as the lead level designer, providing additional graphics and story supervision for Alienation for PS4.
  • Worked on character animation, storyboarding, level design, and game prototyping for unannounced projects.
  • Collaborated with the art lead to find the correct balance between art and function on level design on Alienation (PS4).
  • Storyboarded game events and created concept art, modeling, game assets, and animations for multiple unreleased game prototypes.
  • Prototyped different ideas and interactions for level prototypes for Furmins (iOS) and Alienation (PS4).
Technologies: Autodesk Maya, Mudbox, Photoshop CC, 2D Games, 3D Games, Game Development, Texturing, 3D Texturing, 3D Modeling, 3D Animation, Rigging, Game Design, Level Design, Concept Art, 3D Character Animation, Animation, 3D, Character Design, Real-time Rendering Engines, 3D Design, 3D Art, 3D Visualization, 3D Product Modeling, Sketching, Concept Sketching, Digital Art

Level Designer

2009 - 2009
Rovio
  • Contributed to an unreleased N-series platform game for Nokia.
  • Created and implemented 3D-level design and level assets.
  • Handled the workflow, including 3D modeling, texturing, scripting, and playtesting.
Technologies: 3ds Max, Photoshop CC, 3D, Real-time Rendering Engines, 3D Design, 3D Art, 3D Visualization, 3D Product Modeling

Animator

2008 - 2008
Toast
  • Created animated VFX assets for a McDonald's TV commercial under a tight deadline.
  • Built a 3D model of the balloon casket from the set photo references.
  • Animated the 3D model on a scene from the director's instructions.
Technologies: 3D Animation, 3D, 3D Modeling, 3ds Max, Animation, 3D Design, 3D Art, Rendering, 3D Visualization, 2D Modeling, 3D Product Modeling

Character Animator

2008 - 2008
Housemarque
  • Created a prototype player character and enemy animations for Dead Nation (PS3) and Outland (PS3).
  • Built character and enemy animations created on Maya using two different rigs.
  • Created prototype animations, including the player character running and climbing (Outland) and the zombie character lumbering and attacking the player (Dead Nation).
Technologies: Maya, Autodesk Maya, Character Animation, 3D Character Animation, Animation, 3D, Character Design, Real-time Rendering Engines, 3D Art, 3D Visualization, 3D Product Modeling

3D Character Modeler

2007 - 2007
Recoil Games
  • Served as a contract 3D character artist on an early prototype of Earth No More, a joint venture of Recoil Games and 3D Realms for the Xbox 360, PC, and PS3.
  • Modeled the character on 3ds Max and sculpted a high-res version of it to be used for normal maps on Mudbox.
  • Created textures from a high-res model, rigged the character, and animated it.
Technologies: 3D Character Animation, 3D Character Modeling, Rigging, Character Rigging, Digital Sculpting, Texturing, 3D Texturing, Mudbox, 3D, Real-time Rendering Engines, 3D Design, 3D Art, 3D Visualization, 3D Product Modeling

Character Artist and Animator

2004 - 2007
Sulake
  • Contributed to Virtual Magic Kingdom (VMK), a massively multiplayer online game released by The Walt Disney Company.
  • Created and animated 3D character models of various Disney characters that appear in Disneyland attractions.
  • Created and animated 2D pixel sprites of various Disney characters that appear in Disneyland attractions.
Technologies: 3ds Max, Photoshop CC, 3D Character Modeling, 3D Character Animation, Character Rigging, Texturing, 3D Texturing, 2D, 3D, 2D Games, Pixel Art, 3D Rendering, Cartoon Animation, Animation, 2D Graphics, 3D Design, 3D Art, Visual Design, Character Illustration, Graphic Design, Digital Illustration, Cartoon Character Design, Rendering, 3D Visualization, 2D Modeling, 3D Product Modeling, Sketching, Concept Sketching, Digital Art

Senior Game Developer

1999 - 2004
Housemarque
  • Worked as the lead character artist for Transworld Snowboarding (Xbox).
  • Managed a small team of character artists and supervised the character model and texturing quality.
  • Established the character creation pipeline and topology, as well as texturing and rigging.
  • Planned, designed, and performed motion capture at the Infogrames mocap studios in Sheffield, UK. Edited motion capture for in-game animations.
  • Planned and executed professional photo shoots of real-life snowboarding athletes to make their digital 3D avatars based on the photo shoot materials.
  • Created game design documents and prototyped a playable demo on Xbox.
  • Created character animations for smaller projects outsourced to Housemarque, as well as several quick pitch documents and prototypes.
  • Created all 3D character in-game animations for an unreleased PS2 game prototype using Maya.
Technologies: Maya, Autodesk Maya, 3ds Max, Photoshop CC, 3D Character Modeling, Motion Capture, 3D Character Animation, Rigging, Character Rigging, 3D Texturing, Texturing, Game Design, Game Design Documentation, Prototyping, Animation, 3D, Character Design, Creative Direction, Real-time Rendering Engines, 3D Design, 3D Art, Character Illustration, Digital Illustration, 3D Visualization, 3D Product Modeling, Sketching, Concept Sketching

Level Designer and Artist

1998 - 1998
Carts Entertainment
  • Created concept design, 3D models, and levels for Thrust, Twist 'n' Turn (PC).
  • Created the look for the levels, from concept art to Photoshop mock-ups.
  • Modeled and textured all the level assets and road pieces for all the levels.
  • Created level design and tested multiple levels, contributed to additional game tuning by modifying car parameters, and handled game progression.
Technologies: 3ds Max, Photoshop CC, 3D Modeling, Level Design, 3D Texturing, Texturing, Concept Art, Art Direction, 3D, Real-time Rendering Engines, 3D Design, 3D Art, Graphic Design, Digital Illustration, 3D Visualization, 3D Product Modeling, Artwork, Sketching, Concept Sketching

3D Character Artist and Animator

1998 - 1998
Detonium Interactive
  • Created and animated character models for Puzzlemania (PC).
  • Built 3D character models and their textures and rigged them.
  • Animated 3D character models to correspond to each game scenario.
Technologies: 3ds Max, 3D Character Modeling, 3D Character Animation, Rigging, Character Rigging, Texturing, 3D Texturing, 3D Lighting, 3D Rendering, Animation, 3D, 3D Design, 3D Art, 3D Visualization, 2D Modeling, 3D Product Modeling, Digital Art

3D Character Artist and Animator

1996 - 1998
Probe Entertainment (Acclaim)
  • Contributed to Spirit Master, a canceled PlayStation beat 'em up, and provided additional weapon modeling for Batman & Robin (PS1).
  • Started as a texture artist and created background textures using Photoshop.
  • Created prototype 3D models, their textures, and animations using 3D Studio R4.
  • Created an in-game character model using 3ds Studio Max and textured it using an in-house texturing tool and Deluxe Paint.
  • Rigged and animated an in-game character model using Nichimen World on the Silicon Graphics workstation.
  • Edited motion capture for the in-game animated sequence using Nichimen World on the Silicon Graphics workstation.
  • Created additional pixel art animations for the game using Deluxe Paint.
Technologies: 3D Studio Max, Alias Wavefront, Adobe Photoshop, Pixel Art, Motion Capture, Rigging, Character Rigging, 3D Character Modeling, Texturing, Graphics, 3D Character Animation, Animation, 3D, Real-time Rendering Engines, 3D Design, 3D Art, 3D Visualization, 3D Product Modeling, Sketching, Concept Sketching, Digital Art

Graphic Artist and Animator

1995 - 1996
Housemarque
  • Contributed to Alien Incident (PC) as a lead pixel artist and provided several in-game animations.
  • Served as a game designer, concept artist, and pixel artist on game pitches and prototypes.
  • Managed a small team of pixel artists during the Alien Incident project.
Technologies: 2D Games, 2D Graphics, Pixel Art, 2D Animation, Game Design Documentation, Animation, Character Design, Visual Design, Character Illustration, Graphic Design, Digital Illustration, Cartoon Character Design, 2D Modeling, Artwork, Sketching, Concept Sketching, Digital Art

2D Pixel Artist and Animator

1994 - 1995
Terramarque
  • Served as the character animator for Elfmania Datadisk (Amiga) using Deluxe Paint.
  • Shot and directed actor for rotoscoping and implemented rotoscoping for sprite animation.
  • Designed and created animated character portraits for P.I.D. (Amiga), as well as some additional game art assets using Deluxe Paint.
Technologies: Pixel Art, 2D Games, Game Art, 2D Animation, Animation, 2D Graphics, Visual Design, Character Illustration, Graphic Design, Digital Illustration, Cartoon Character Design, 2D Modeling, Artwork, Sketching, Concept Sketching, Digital Art
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