The Basics
Experience
Freelance Graphic Artist, Animator & Writer
@Antony Ward - Freelance Graphic Artist, Animator &
In September 2007 I decided to leave the comfort of a studio position and go it alone. Becoming freelance was both challenging and rewarding, allowing me to develop my skills further in game development while also branching into other media.

Since then I have worked for many companies including Sumo Digital and Ragdoll Productions. Other companies I have had the pleasure to work with have been Finger Industries on the Lloyds TSB advertising campaign (amongst others), Data Design Interactive (track building), Ladyluck Digital, Marti Animation (character
Dates
Sep. 2007 - Present
Senior Character Artist (Contract)
@Just Add Water (Developments) Ltd
Being a fan of Oddworld I was thrilled to be asked to help out on the HD remake of Strangers Wrath. My main task was to upgrade the 86 characters in the game, including Clackerz, Wolvarks, Critters and Stranger himself, along with various props and weapons. This involved a mixture of downsizing the original cinematic assets, (which were sparse), and rebuilding from scratch.

Once complete the models then had to be ported back into Maya 4.5 before being rerigged and exported.
Dates
Aug. 2010 - Nov. 2011
Character TD & Animator (Contract)
@Neopica BVBA
For this project Neopica approached me to help them complete a game for the Nintendo Wii. This involved fixing existing animations, transferring data between rigs and creating new animations for the 10 characters involved, as well as exporting and testing the data in the game engine.
Dates
Apr. 2010 - Jul. 2010
Character TD (Contract)
@Ragdoll Productions Ltd
My role at Ragdoll was to rig and create a set of animation tools for a series of characters using Maya. This turned out to be a challenge as they weren`t the traditional joint based skeletal rigs meaning I had to implement my MEL scripting skills, and think outside the box to accomplish the task.
Dates
Oct. 2009 - Mar. 2010
Character & Vehicle Artist (Contract)
@Sumo Digital
I was contracted by Sumo Digital to work on Sonic & Sega All Stars Racing. This involved the creation of both characters and vehicles for numerous platforms including XBox 360, Wii and Nintendo DS.

In addition to this I was also involved in Level of Detail creation, asset polishing and preparing models for animation and export.
Dates
Apr. 2008 - Sep. 2009
Senior Artist
@Sumo Digital
After leaving EA I moved into a senior position at Sumo Digital. Here I worked on a number of titles one of which was OutRun 2006: Coast
to Coast, on which I was Lead Artist. This was my first time managing a cross platform title and saw me overseeing the art assets, and scheduling needed for Xbox, PS2 and PSP.
Dates
Oct. 2004 - Sep. 2007
Associate Character Animator
@Electronic Arts
In May 2003 I began working for Electronic Arts. Here my role was Associate Character Animator but my tasks also included creating concept artwork, modelling characters and writing animation-based tools in Maya. During my time there I had access to EA's worldwide community allowing me the opportunity to expand my knowledge of Maya, character creation and rigging.
Dates
May. 2003 - Oct. 2004
Lead Artist
@Infogrames
The summer of 1999 saw me moving to Infogrames Sheffield House, formerly Gremlin Interactive, and get my first taste of working on, then, next generation consoles. As well as changing employment, I also changed art packages, making the transition from 3D Studio Max to Maya. With the help of Maya and MEL I tailored my skills towards characters before further educating myself in the process of generating both low and high-resolution creatures. Developing my skills in the rigging and animation process meant I was able to create a superior rig that is to
Dates
Jun. 1999 - Apr. 2003
Digital Artist & Animator
@Krisalis Software
After five years at Freestyle I decided to move on and went to work for for Krisalis Software, based in Rotherham. Here I worked on a 3D strategy/adventure game aimed at a very young market meaning we had to work within very strict guidelines. The game, for instance, had to be educational as well as fun. It also had to be non-violent. These parameters could, at times, be quite challenging, although they provided me with valuable experience into making games for younger gamers.
Dates
Feb. 1998 - Jun. 1999
Digital Artist
@Freestyle Software
My first position within a development studio involved working in-house for a software company in Sheffield creating games for Gremlin Interactive. The last two years I spent there were as lead artist where I undertook various tasks, such as delegating work to the other artists in the team and preparing schedules in order to meet deadlines. Here I gained exceptional experience in the field of computer software, learning the demands and high standards that were needed to succeed in this highly competitive industry.
Dates
Feb. 1993 - Jan. 1998
Education
Richard Williams Animation Masterclass
Fields
animation
Dates
2000 - 2000
Richard Williams Animation Masterclass
Fields
animation
Dates
2000 - 2000
Norton College Sheffield
Fields
Art & Design
Dates
1992 - 1993
Norton College Sheffield
Fields
Art & Design
Dates
1992 - 1993
City School Sheffield
Dates
1983 - 1992
City School Sheffield
Dates
1983 - 1992
Woodhouse West
Dates
1984 - 1988
Woodhouse West
Dates
1984 - 1988