LIONESS — SEASON 3EPISODICMARATHONGAMETRON: ARESFEATURE FILMSTRANGER THINGS 4EPISODICSHE-HULK: ATTORNEY AT LAWEPISODICSPIDER-MAN: NO WAY HOMEFEATURE FILMLOGANFEATURE FILMTHE CRIMES OF GRINDELWALDFEATURE FILMDISTRICT 9FEATURE FILMTHE THINGFEATURE FILMALICE THROUGH THE LOOKING GLASSFEATURE FILMTHE X-FILES: I WANT TO BELIEVEFEATURE FILMSTAR TREK BEYONDFEATURE FILMCARNIVAL ROWEPISODICR.I.P.D.FEATURE FILMALPHAFEATURE FILMBATTLESHIPFEATURE FILMCHILDREN OF THE CORNFEATURE FILMDAWN OF THE PLANET OF THE APESFEATURE FILMDOCTOR STRANGE: MULTIVERSE OF MADNESSFEATURE FILMDRAGONBALL EVOLUTIONFEATURE FILMFURIOUS 7FEATURE FILMTHE HOBBIT: AN UNEXPECTED JOURNEYFEATURE FILMTHE HOBBIT: THE DESOLATION OF SMAUGFEATURE FILMTHE HOBBIT: THE BATTLE OF THE FIVE ARMIESFEATURE FILMTHE HUNTSMAN: WINTER'S WARFEATURE FILMIMMORTALSFEATURE FILMTHE INCREDIBLE HULKFEATURE FILMIRON MAN 3FEATURE FILMLAW ABIDING CITIZENFEATURE FILMMORBIUSFEATURE FILMNIGHT AT THE MUSEUM: BATTLE OF THE SMITHSONIANFEATURE FILMSAFE HOUSEFEATURE FILMTHE LOSERSFEATURE FILMTHE TWILIGHT SAGA: BREAKING DAWN — PART 1FEATURE FILMTHE TWILIGHT SAGA: ECLIPSEFEATURE FILM
PORTFOLIOPOSTERS + FEATURED WORK
SELECTED PRODUCTION WORK.
These are among the studio’s most relevant projects, representing high-end work across video games and feature-film visual effects.
FRAMESTORE · 2026
LIONESS — SEASON 3
3D ASSETS
Environments, props and vehicle models, textures and look development under the leadership of Framestore NY Visual Effects team.
Shelter Creative Studio is led by Marco Menco, an Art Director and character and facial-modeling specialist with over 20 years of experience across high-end VFX, AAA games and cinematic production.
Marco started his professional character work on District 9 at Image Engine. After several years expanding his skills at Weta Digital and Double Negative, he returned to Image Engine to develop the character of Logan. There, his experience grew into team leadership within the character department. His career also includes lead and senior facial work at Digital Domain and for PlayStation, along with art direction and blendshape production through Mighty Canvas. Shelter brings that production knowledge and leadership 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.
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. 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 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. His production experience includes work at This Game Studio, where his character contributions 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 highly skilled CG Artist specializing in the creation of character-focused assets. His work seamlessly bridges technical and artistic exploration to deliver high-fidelity, production-ready assets for cinematic workflows.
With a broad and deep rooted skill set, Henry's current practice spans character creation, props, procedural environment art and look development across multiple offline rendering engines. He approaches every project as an opportunity to push the boundaries of photorealism through advanced techniques, all while maintaining a clear and cohesive artistic vision that clients can trust.
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.