How Hollywood’s Top Character Artists Build Digital Worlds: Jesse McAlister on Lightstorm, Aaron Sims Creative, Tactic, Avatar: Fire and Ash & 3D Printing

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JESSE MCALISTER | TACTIC STUDIO | SENIOR CHARACTER ARTIST

Tactic Studio’s Senior Character Artist Jesse McAlister takes us behind the scenes of his work across blockbuster VFX, including Avatar: Fire and Ash, Men In Black and Midnight, Texas, as well as immersive VR experiences such as Chained: A Victorian Nightmare at Aaron Sims Creative. He shares his journey in 3D modelling, character art, VFX, WebAR at Tactic and modelling for 3D printing – and how these skills translate across film, immersive experiences and emerging digital worlds

“Looking back, that project taught me something important: not everything has to be perfect, it just needs to be good enough for what it’s being used for”.

One of the pieces I worked on was actually the door knocker, the very first thing a user saw when they stepped into the experience. Something that small still needed to set the tone for everything that followed, so it had to feel heavy, ominous, and physically real before the user even crossed the threshold.

Credit – Jesse McAlister and Aaron Sims Creative: Chained: A Victorian Nightmare VR experience

I also worked on the bedroom environment and the layout for the London flyover. That project taught me that a 3D model isn’t just geometry, it’s a piece of the overall artwork being created, and sometimes the smallest object in a scene carries the most weight in setting the mood.

Credit – Jesse McAlister and Lightstorm Entertainment: Avatar: Fire and Ash.

Some of the most rewarding moments came from getting feedback directly from Richie Baneham and Deb Scott, along with the project supervisors. It wasn’t just notes and revisions either; there were times I got genuine praise for capturing details that hadn’t even been fully fleshed out in the original artwork yet. More than a few times, a character needed blood, sand, grime, or algae that simply didn’t exist in the concept art. I’d take verbal direction from a director or supervisor and build it on the spot to make the shot work.

What really pushed my skills the furthest was learning to execute complex tasks within extremely tight timeframes. On previous projects, I felt like I had almost unlimited time to perfect something like a laptop keyboard for a hero shot. On Avatar, because of the cameras being used, every added detail, every bit of blood or grime, had to read clearly in camera. Being able to deliver that level of specificity for the directors, on a tight schedule, is what stretched my abilities the most.

“One of the biggest things I learned was how important it is to understand the intention behind a note. When James wanted something very specific, the goal wasn’t just to make the change. It was to understand why it needed to be that way and make sure that intention carried through into the final 3D asset”.

I remember working on one of the Tulkun characters that was meant to be returning from a previous battle. The character had been brutally injured, including a missing eye, but the initial version of the eye cavity wasn’t communicating the severity of the injury. We went through multiple iterations, pushing the damage further and refining the details until it finally communicated what the shot needed and received approval.

At the same time, there was still a lot of creative freedom. Ideas could start in the art department, get translated into 3D, like the Nightwraith and then evolve through feedback and iteration. Being able to take something that was initially just a concept or direction and keep refining it until it worked for the film was a huge part of the experience. Getting approval on something that had gone through that process was always incredibly rewarding.

The exciting part of working in AR at Tactic was that I got to operate in a more creative capacity rather than a leadership role, which was different from my time at Lightstorm. Getting feedback quickly became essential to nailing what each client actually needed.

At its core, building assets for film and building assets for WebAR aren’t all that different. The real difference came down to timeline. At Lightstorm, assets were often needed almost immediately. At Tactic, there was more room to push creativity and fully optimize an asset before it shipped.

WebAR projects must often balance visual fidelity with real-time performance on mobile devices. How has that technical constraint changed the way you think about modelling, optimisation, and user experience?


What’s interesting about WebAR projects is that they don’t need baked normals or a super high-res hero asset. If anything, it’s the opposite. The geometry gets stripped down as much as possible, and the textures end up doing most of the heavy lifting. Optimization becomes critical.

At Lightstorm, on the other hand, assets needed to match the concept art precisely, both in color and in shape. There was very little room for shortcuts because the fidelity bar was set so high. WebAR flips that priority: performance comes first, and you build the visual language around what the engine and device can actually handle in real time.

Credit – Jesse McAlister, Lightstorm Entertainment and Disney: McAlister created Avatar: Fire and Ash character poses as 3D printed props for a Disney retail project.

First, you have to build the asset exactly as it should exist. If you’re creating a high-res headdress covered in feathers, beads, and ornaments, it needs to be constructed with the same care and accuracy that a shop like Wētā Workshop would bring to a physical build. The only real difference with a physical product is that the process gets reversed. Instead of scanning or referencing something that already exists, you’re designing it in 3D space first, with the goal of eventually manufacturing it for practical use.

Having worked across CG films, VR and AR experiences, layout and product visualisation, where do you see the biggest opportunities for artists as these industries continue to converge?
The biggest opportunity for artists right now is looking beyond modeling and texturing and really understanding how things are made in the physical world. Take the Ash People from Avatar: Fire and Ash. It’s not enough to just sculpt and paint them. You need to understand what that ash is actually made of, or what the red paint is composed of. Is it shiny? Is it matte? How does light interact with it?

“That kind of material understanding is what separates a good 3D artist from a great one. The more you understand how something is physically made, the more convincingly you can recreate it digitally”.

If you could give one piece of advice to emerging 3D artists hoping to build a career that spans film, XR, and render and product creation, what skills or mindset would you encourage them to develop first?
If I had to name the most important skill to develop, it’s shape. You can look at a piece of concept art and see that Neytiri’s string top has a knot at the end and wraps underneath her arm, but understanding that shape means more than just replicating the silhouette. You need to understand the material it’s made from, how thick it is, how it falls, how it wraps.

It’s not just flat color. If you’re building an underwater creature, is its skin going to be reflective or rough? How does it need to render to actually match the approved artwork it’s based on? Understanding materials and understanding shape are probably the two most valuable skills an emerging 3D artist can develop.

At the end of the day, a huge part of this job is recreating something that already exists in someone else’s imagination. You’re working from a piece of artwork, and your job is to bring it into 3D in a way that stays true to what the original artist was trying to convey.

Credit – Jesse McAlister and Tactic Studio: 4-Hand-Dan 3D model. McAlister’s side business Top Layer for outdoor gear: 3D model to 3D finished product.


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