Martin Allers

About

My name is Martin Allers, I graduated from the Technical Artist education at The Game Assembly in January 2019. I then worked at IO Interactive on Hitman 2 as an Intern and then on Hitman 3 as a Junior Technical Artist.

I worked at Sharkmob from May 2021 to May 2026 as a Technical Artist. During this time I created tools for artists and animators, initially with the Creative Services team, producing marketing assets and trailers for Bloodhunt, before moving on to in-house assets for Exoborne. In 2025 I joined the Character Tech Art team, where I focused on creating and maintaining tools for all of Sharkmob’s artists.

As a Technical Artist my focus is pipeline and tools development for DCCs, primarily the Autodesk suite (Maya, 3ds Max and MotionBuilder), with Python as my main tool of the trade. I also dabble with Houdini in my spare time. I love building tooling that gets out of the way: streamlining the everyday grind so artists and animators can spend less time wrestling their software and more time doing what they do best.

I have had a passion for all things computer (hardware, software and video games) since I was 6 years old. Outside of work I am a lover of all things music, and play a wide array of instruments including guitar, bass, piano, ukulele and drums.

I am currently open to new work. If you are looking for someone to tighten up your art pipeline and give your team back their hours, I would love to hear from you. Questions or feedback are always welcome too. Reach me any time at allers.martin@gmail.com.