Shelter Creative Studio is led by Marco Menco, an Art Director and facial-modeling specialist with over 20 years of experience across high-end VFX, AAA games and cinematic production.
Marco’s background includes facial-modeling leadership at Digital Domain, lead and senior facial work for PlayStation, senior facial modeling at The Mill, and art direction and blendshape production through Mighty Canvas. Shelter brings that experience directly into every brief.
Marco was part of the character team nominated by the Visual Effects Society for Outstanding Animated Character in a Photoreal Feature for Edvard/Adam in The Thing.
A spotlight on some of the talented artists on the team, each bringing specialized experience to the needs of the production.
FOUNDER / ART DIRECTOR
MARCO MENCO
Marco is an Art Director and character and facial specialist with over 20 years of experience across feature-film VFX, AAA games and cinematic production. With a foundation in fine arts, theatre and concept design, his work spans digital doubles, creatures, facial modeling and FACS-based blendshape systems.
He has held lead and senior roles at Digital Domain, PlayStation, The Mill, Image Engine and DNEG, and now leads character and facial work through Shelter Creative Studio and Mighty Canvas. His credits include Logan, Morbius, Spider-Man: No Way Home and The Thing.
Pedro is a Look Development and Texturing Artist working in VFX, with a focus on creating detailed, physically grounded materials and character looks. He has worked on contracts with Crafty Apes, Digital Domain, and Framestore.
His toolkit includes Maya, ZBrush, Houdini, Mari, Substance Painter, V-Ray, Arnold, Unreal Engine, and Unity, with experience spanning look development, texturing, shading, and character workflows. Alongside his work in lookdev, Pedro has a strong interest in facial modeling and FACS/blendshape systems.
Marco is a Character Artist with seven years of experience in the video-game industry, specializing in realistic character modeling, sculpting and texturing. Across AAA and independent productions, he translates concepts into detailed, believable characters built to hold up in demanding real-time pipelines.
Working primarily with ZBrush, Maya and Substance 3D Painter, Marco combines strong anatomical understanding with production-focused modeling and surfacing. His approach balances visual storytelling, technical precision and the practical requirements of game-ready character assets.
Adrienne is a 3D Character Artist and modeller focused on production-ready character work for VFX and games. She currently works with Mighty Canvas and previously spent nearly six years at Digital Domain, contributing her modeling expertise within high-end production pipelines.
Based in Colorado, Adrienne brings a practical, detail-driven approach to character modeling, combining strong form, clean production execution and the flexibility needed to support demanding team workflows.
Jason is a Character Artist creating high-quality game characters across realistic and stylized visual directions. He currently works with Mighty Canvas and brings extensive production experience from This Game Studio, where his character work included Warcraft Rumble.
His practice spans organic and hard-surface sculpting, character modeling, texturing and material work, with a strong focus on quality, clear team collaboration and assets built to perform reliably in real-time production.
Henry is a CG Artist at Mighty Canvas specializing in character-focused 3D assets. His work combines character development, look development and technical exploration, with an emphasis on building polished assets for cinematic production.
His current practice spans FACS blendshapes, clothing, grooming, V-Ray look development and procedural environment work in Houdini. Henry approaches each project as an opportunity to strengthen the pipeline while maintaining a clear artistic direction.
Skin, materials, hair and final presentation developed as one cohesive character.
REAL-TIME & VFX ASSETS
Production-ready characters and props built for modern real-time engines and visual-effects pipelines.
COLLECTIBLES & DIGITAL SCULPTURES
Premium sculptural work designed for physical production, digital presentation and close inspection.
COLLABORATIONSBUILT AROUND PRODUCTION NEEDS
A FOCUSED STUDIO. A WIDER NETWORK.
Shelter Creative collaborates actively with Mighty Canvas and its wide network of talent, assembling the right senior specialists for each production and working as a direct extension of internal teams.