I entered into the games industry with the desire to create aesthetically impressive and entertaining worlds. After many years working in the industry I'm still constantly motivated to try and achieve this goal with any project I have the opportunity to work on.
Work History
Senior Environment Artist
Sony Computer Entertainment Europe
August 2014 - May 2015
Senior Environment Artist on Sony's flagship new technology - Project Morpheus.
Lead Artist
Crytek
January 2014 - August 2014
Evolve - Xbox One, PS4, PC
Working with Turtle Rock Studios to provide support to the project as it transitioned to CryEngine 3 and a new PBR pipeline midway through production.
Homefront: The Revolution - Xbox One, PS4, PC
Responsible for creating in game assets and materials.
Ryse: Son of Rome DLC - Xbox One
Responsible for overseeing the creation of new Gladiator environments. Duties include:
- Creating asset briefs, and level paintovers to provide level artists with clear direction
- Delegation of tasks and monitoring of progress
- Reviewing work and providing clear feedback to team members
Senior Environment Artist
Crytek
February 2012 - January 2014
Ryse: Son of Rome - Xbox One
Level owner of an entire stage of Microsoft's flagship launch title. Responsible for creating high quality models, textures, and materials with the aim of setting the bench mark for 'next gen' titles.
I was involved at all stages of level production from creating whitebox layouts to final artwork and bug fixing. My role involved working very closes with Design and Concept teams to define the visual identity of the stage. During final production I was also responsible for providing briefs and giving daily feedback to insource and outsource vendors.
Contract Environment Artist
Criterion Games
November 2011 - January 2012
Need For Speed Most Wanted - XBOX360, PS3, PC
Short-term contract. Responsible for creating in game assets and materials. Also responsible for creating briefs and reviewing outsource work.
Senior Environment Artist
Codemasters
January 2010 - November 2011
GRID 2 – XBOX360, PS3, PC
Modelling and texturing of generic buildings based upon photographic reference.
Bodycount – XBOX360, PS3
Working with Level Designers to take various levels from the white box stage through to final art. This involved working from concept artwork and liaising with the Art Director. Modelling and texturing duties included the creation of terrain, buildings, and both static and dynamic objects. During the polish phase I was individually responsible for overseeing two stages. This encompassed the creation of player collision and PVS zones, as well as material balancing and any final art tweaks requested by the Art Director.
Other duties on the project included providing briefing and documentation for outsourcers, and providing feedback on outsourced work.
Environment Artist / Track Designer
Bizarre Creations
January 2007 - March 2010
James Bond 007: Blood Stone – XBOX360, PS3, PC
Created props and cover objects for the Monaco Gardens, Casino, and Burma levels.
Other duties included scenery creation for the Athens boat chase prologue, and designing and building the initial white box for the Burmese Prison level.
Blur – XBOX360, PS3, PC
Responsible for the research, design, and creation of gameplay mesh based on several real world locations. My role involved working closely with the Art Director and Lead Artists to oversee the creation of final environment art whilst maintaining the unique gameplay characteristics of each track. I was also responsible for AI placement, collision placement, and dynamic object placement.
During pre-production I was heavily involved with prototyping new city block modelling and texturing methods, as well as producing documentation for other artists, track designers, and outsourcers. Other duties included heading up and taking part in reference trips.
Project Gotham Racing 4 – XBOX360
Working primarily on the Shanghai track, I was responsible for all aspects of city block creation including modelling, texturing, lighting, and creation of animated textures.
My role also involved clean up and correction of outsourced work, and object LOD creation.
3D Artist
Gameworld Seven
January 2006 - January 2007
Juiced 2 – XBOX360, PS3, PC, PS2, PSP, DS
My work involved creating buildings for various locations complete with specular, bump, and normal maps. I was later tasked with overseeing the work of other employees to ensure it was up to standard before being submitted to Juice Games.
I was also responsible for the creation of documentation detailing best methods of poly and texture reduction/editing to create assets for the PS2, PSP, and DS versions of the game. This documentation was used both in house and circulated to other outsourcers by Juice Games.
I also created various car body kit modifications for the game.
TT Superbikes Real Road Racing Championship - PS2
Responsible for creating track side buildings and 2 stage LOD models.