
About
Roberto Digiglio
Creature & Character Designer · Creative Director at FutuRats — Turin, Italy
I am an Italian artist and concept designer. I design characters and, above all, creatures, working from Turin for studios around the world.
Art, science and entertainment have fascinated me since I was a child. Discovering computer graphics, together with my background in computer science and a long-standing interest in speculative biology, led me naturally into digital art and design.
Over the years I have built solid experience in 3D modeling and sculpting, focusing on creature and character design for film and games. In my work I look for a balance between artistic vision and technical precision, driven by curiosity for the unknown and the wish to bring something alive.
Beyond creatures, I have worked across many areas of digital production, from concept art and modeling to rendering and visual development, and this broader view is what I bring to creative direction today.
I have worked with film, TV and advertising studios, including Aaron Sims Creative, Netflix and Amazon Prime Video, and in games with Milestone, PUBG, Stormind Games, One O One Games and many others.
I also teach concept design and art production workflows for games and CGI, most notably at AIV (Accademia Italiana Videogiochi).
Since 2023 I have been Co-Founder and Creative Director of FutuRats, an independent video game studio in Turin. I lead the creative direction of its original games and of its work on established IPs, including Warhammer 40,000: Battlesector.
How it started
It started with the behind-the-scenes footage of Jurassic Park. Self-taught on Blender in the early 2000s, then Maya and ZBrush; formal training in 3D, offline rendering and concept design; years as lighting artist, 3D artist and art director, before focusing entirely on creatures and characters.
Influences
Wayne Barlowe · Terryl Whitlatch · Moebius · Zdzisław Beksiński · H. R. Giger · Carlo Rambaldi · Stan Winston
Full interview — RenderHub, August 2025N° 13 — Golden Demon
Personal project · 2021
An old cloth simulation test from Marvelous Designer, finally taken to a finished render.
View projectStudio — since 2023

Co-Founder & Creative Director
An independent video game studio founded in Turin in 2023 and launched through Quickload, the OGR Tech accelerator backed by Microsoft and 34BigThings (Embracer Group). It develops original games and works with international publishers on outsourcing and co-development. I lead the creative direction of the studio, both on its original games and on its work for established IPs, including Warhammer 40,000: Battlesector for Slitherine.
Credits
Creature DesignerA Minecraft MovieFilm — Aaron Sims Creative, 2025
Creative DirectorWarhammer 40,000: BattlesectorVideo Game — FutuRats, 2025Creative direction of the FutuRats art team for Slitherine, including the DLC Deeds of the Fallen (2025), a twelve-mission Sisters of Battle campaign
Creature & Character DesignerThe GryphonTV Series — W&B Television, 2023The horned ones (Thorock, Yezariael & Yarmael, Gosia & Fendia), built as prosthetics by Millennium FX
Freelance 3D Character ArtistBatora: Lost HavenVideo Game — Stormind Games, 2022
3D Lead DesignerSymbiosisVR Experience — Polymorf, 2022The whole world: creatures, characters and environments. IDFA DocLab 2021 Special Jury Award
Lighting & VFX ArtistMonster Energy Supercross 2Video Game — Milestone, 2019
Lighting & VFX ArtistRIDE 3Video Game — Milestone, 2018
Lighting & VFX ArtistMXGP PROVideo Game — Milestone, 2018
Lighting & VFX ArtistMotoGP 18Video Game — Milestone, 2018
Lighting & VFX ArtistMonster Energy SupercrossVideo Game — Milestone, 2018
Lighting & VFX ArtistGravelVideo Game — Milestone, 2018
Lead Artist & Art DirectorVoodooVideo Game — Brain in the Box, 2017
Experience
- 2023 — Present
Co-Founder & Creative Director
FutuRats — TurinCreative direction of original and licensed IPs · Creative Director of Warhammer 40,000: Battlesector — Deeds of the Fallen (Slitherine, 2025) - 2019 — Present
Freelance Creature & Character Designer
Roberto Digiglio — TurinConcept design · Modeling / sculpting · Texturing - 2021 — Present
Freelance Character Designer
Aaron Sims Creative — RemoteCharacter and creature design for film, advertising and more - 2021 — 2022
Freelance Creature Designer
PUBG Corporation — RemoteCreature design - 2021
Freelance Character & Creature Designer
W&B Television — RemoteAmazon Prime Video series “Der Greif” / “The Gryphon” - 2020 — 2021
3D Lead Designer
Polymorf — NetherlandsCreature, character and environment design · IDFA Special Jury Award for Creative Technology - 2019 — 2020
Freelance 3D Character Artist
Stormind Games · Game Atelier · Share Creators · One O One Games and many others — RemoteHigh-poly sculpting, retopology, low-poly modeling, texturing - 2017 — 2019
Lighting & VFX Artist
Milestone — Milan3D art, assistant art direction, lighting, VFX, post-production - 2014 — 2017
Co-Founder, Lead Artist & Art Director
Brain in the Box — CavallermaggioreArt direction, technical art, 3D art
Method & tools
Biology first
Every creature starts from real biological functions and mechanisms found in nature, studied in depth, at times with the advice of a zoologist.
A plausible structure
Fantastical beings still need functional, often scientific, coherence. Only once the anatomy holds up does the visual design begin.
Sculpting
ZBrush is the heart of the workflow. Detailing during advanced sculpting is the most rewarding stage, almost meditative.
Surface & light
Texturing is where every detail matters and expressiveness is pushed further; my visualizations aim for a photoreal finish.
“Even when designing fantastical beings, I strive for functional — sometimes even scientific — coherence and a sense of realism.”
- Sculpting
- ZBrush
- Modeling
- 3ds Max · Maya · Blender · Marvelous Designer
- Texturing
- Substance 3D · Mari · 3DCoat
- Rendering
- Arnold · Marmoset Toolbag · Unreal Engine · KeyShot · V-Ray
- Topology & UV
- TopoGun · UVLayout
- Post
- Photoshop · After Effects
Press & recognition
- 2025RenderHubInterview — creature and character design for games and CGI
- 2023SXSWSYMBIOSIS selected for the XR Experience Spotlight
- 2023Autodesk ArnoldThe Scavenger — featured artwork
- 20233DconnexionAlien of the Depths — commissioned artwork
- 2022Holland FestivalSYMBIOSIS
- 20223D World, issue 288SYMBIOSIS — Multibody Creature published
- 2021IDFA DocLabSYMBIOSIS — Special Jury Award for Creative Technology
- 20203DTotalTriturus Profundis — Excellence Award
- 20193DTotalCancericatus Fluvialitis — Excellence Award
- 20193DTotalDoctor Octopus — Excellence Award
Disciplines
Creature Design · Character Design · Digital Sculpting · Concept Art · 3D Modeling · Creature Modeling · Character Modeling · High- and Low-poly Modeling · Retopology · PBR Texturing · Digital Painting · Lighting · VFX · Creative Direction
Software
ZBrush
3ds Max
Maya
Photoshop
V-Ray
KeyShot
Arnold
3DCoat
Mari
Substance 3D Painter
Marvelous Designer
Quixel Suite
TopoGun
UVLayout
xNormal
Unreal Engine- Unity
Marmoset Toolbag
Sketchfab
After Effects







