I am an art-first technical artist, with 12 years experience.
My work is primarily focused around Shaders, Tools, and Prototyping.
Additionally, I am a talented Environment Artist.
I have worked with studios ranging from 2 to 200 people and have a deep understanding of game development
processes.
I am passionate about tackling problems and collaborating with every part of the development team, to
make beautiful, fun and fantastic games.
Shader Creation | Art Tools Development | Rapid Prototyping |
Pipeline Development | Hard Surface Modelling | Style Development |
Texturing | Lighting | Asset Integration |
Unity | 3DS Max | Maya |
Photoshop | Visual Studio | Substance Designer |
Substance Painter | 3D Coat | Git / Source Tree |
Perforce | Knald | Agisoft Photoscan |
Developing "Uber" shaders for the games unique style, lighting across the whole game, developing art style and tech for environment and character, developing pipeline and processes.
Initially employed as a Technical Artist, my role widened to include Level Design and Development,
Environment Art, Animation, Rigging, as well as Shaders and Effects.
I am very proud to have helped to Design and Develop two levels for Human Fall Flat, working as Designer, Tech Artist and Environment Art.
Project:
Tom Grennan VR
My main role on Tom Grennan VR was creating a full 3D environment based on a LIDAR data and
photogrammetry of the world famous Metropolis Studios.
As the only artist on the team, this was a great challenge and really pushed every part of my skill set.
Working from the point cloud data, I modelled, textured and, lit the environment, built vfx, and created
shaders for our specific requirements.
During my short time at DRI I had the opportunity to work on the incredible Hold The World, and Orbu. Supporting the final stages of production with Shader Development, Technical Animation, and Bug Fixes.
While developing my skill set I spent some time doing freelance work. This included Environment Art, Character Art, Rapid prototyping, and Technical Art.
Responsibilities:
Project Lead Artist | Environment Design | Vehicle Art |
Character Art | Visual Effects | Style Development |
Rapid Prototyping | Pre-production Art | Level Assembly Planning |
Animation | Managing Outsource | Asset Integration |
Project:
Fable The Journey
Facial animation at Lionhead was created with a morph-target based system. This was primarily used to
create animations using video reverence from mo-cap shoots, but also animating to a audio track without
video reference.
Project: KINECT SPORTS Season Two
Over the development of the Bafta winning Kinect Sports Season Two I took on many roles.
Primarily creating in-game assets such as sports equipment, I also spent time rigging props for
animation, and tracking down and solving bugs found by the QA team.
I was kept on for the development of the DLC, and am very proud that some of the new game modes rely
entirely on art that I created.