Email : wildudley@gmail.com
Phone : 07725252789

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.

Skills:
Shader Creation Art Tools Development Rapid Prototyping
Pipeline Development Hard Surface Modelling Style Development
Texturing Lighting Asset Integration
Software:
Unity 3DS Max Maya
Photoshop Visual Studio Substance Designer
Substance Painter 3D Coat Git / Source Tree
Perforce Knald Agisoft Photoscan
Experience:
Principal Technical Artist - No Brakes Games
January 2019 - Present


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.

Technical Artist - Sony Immersive Video Technology
December 2017 - Present

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.

Technical Artist - Dream Reality Interactive
November - December 2017

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.

Freelance Artist - August 2016 - November 2017

While developing my skill set I spent some time doing freelance work. This included Environment Art, Character Art, Rapid prototyping, and Technical Art.

Lead Environment Artist - Marmalade Game Studios
April 2013 - August 2016

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

Facial Animator - Lionhead
March - June 2012

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.

3D Artist - Rare Ltd
March - December 2011

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.