Beanburn: Crafting Worlds in 3D
Freelance 3D artist Beanburn shares behind the scenes of global game projects and personal passion pieces.

Could you briefly introduce yourself and share what led you to start working in 3D design?
Hello, I'm Beanburn, a freelance 3D artist.
I mainly create opening videos, trailers, and commercials for game events, and I’ve had the opportunity to collaborate with companies such as Riot Games, Tencent Games, Krafton, and Smilegate.
I first got into 3D design thanks to a recommendation from a fashion designer I knew. After trying it out based on his suggestion, I realized how well it suited me — and I’ve been working in this field ever since.
Could you tell us about some of the recent projects you've worked on?
Recently, I worked on the trailer for Krafton’s PUBG Global Championship and the opening video for Riot Games’ VCT Pacific Final.
On the personal side, I participated in the Pwnisher Challenge, a global 3D challenge held twice a year, and I’ve been consistently working on my own series titled False Shepherd Series.




Can you give us a brief overview of the tools you use in your pipeline?
I primarily use Cinema 4D for character animation and look development.
When character costumes are needed, I use Marvelous Designer to create them — not just clothing, but also accessories like bags, gloves, and cushions.
Depending on the project, I also use ZBrush and Substance Painter for sculpting and texturing. Once all modeling is complete, I create FX using Janga FX tools and handle compositing in After Effects.
What part of the process do you enjoy the most, and what has been the most challenging?
I especially enjoy character animation and costume creation — costume design, in particular, brings me a lot of joy.
In large-scale projects, costumes are often created by other modelers or delivered separately, so I don’t always get the chance to make them myself, which can be a bit disappointing.
On the other hand, in personal projects, I get to design and create the costumes myself, which makes the process much more enjoyable and fulfilling.


What has been the most difficult part of working on your projects?
While character animation is the most enjoyable part, it’s also the most challenging.
Working with game IPs often comes with strict movement restrictions, and when animations are not intended for in-game use, multiple rounds of approval are required. This can make the process quite complex and time-consuming.



Lastly, do you have any advice for those just starting out in 3D art? Whether it's career-related or mindset during creation, any tips would be appreciated.
I’m not sure I’m in a position to give big advice, but I’d like to share a few thoughts based on my personal experience.
As someone who entered this field later in life and without a formal background, I often felt like I was falling behind.
But by staying consistent and working hard, I eventually got to work on great projects — and even have the opportunity to do this interview with Marvelous Designer.
So even if things feel difficult, I believe that if you keep going with patience, good opportunities will come your way.
Also, when working on your art, I recommend approaching it with a lighter mindset.
Over time, you’ll find yourself creating more naturally and efficiently. Don’t overthink it — just start. Once you begin, you’ll definitely move forward.
I truly hope we can continue growing together.
이 작업은 Animation, Avatar, Texture, Simulation, motiongraphic, Cinema4D 등의 기술로 제작되었습니다.
Marvelous Designer로 이와 같은 3D 의상·캐릭터 작업을 직접 만들어볼 수 있습니다.
