I have been in this creative industry since the era of Pixels and DOS. Continuously pushed by the passion of the creative medium whether it is in Games, Film or Animation Field.
I have always tried to give my best as an artist,lead or lecturer helping others reach new heights.
Work History
Associate Art Director
Lucid Games Ltd
May 2021 - Present
CG Supervisor
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June 2018 - Present
TD - Visual effects Artist
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March 2011 - June 2018
* Doctor Sleep / Warner Bros, CG Supervisor
* Angel has Fallen, CG Supervisor
* Top Boy / Lionsgate, CG Supervisor
* The Spanish Princess / StarZ, CG Supervisor
* The Kid Who Would Be King
* Robin Hood Origins / Lionsgate, CG Supervisor.
*Crooked House / Brilliant Films / Fred Films.
*The White Princess / Starz.
*The Foreigner / STX.
*The secret Agent / World Productions.
Modelling / texturing, sculpting of a full CG train station as well as texturing/sculpting trains/carriages.
*London has fallen / Millenium Films.
The chase sequence on the embankment. CG somerset house, CG vehicle, CG Waterloo Bridge.
*Youth / Indigo Film.
Full CG church interior.
*Da Vinci`s Demons series2 and 3 / Starz / BBC.
Multiple CG set extensions and CG assets.
*Kingsman: the secret service / Marv Films.
Multiple CG assets and Digital Doubles in the fight between Eggsy and Gazelle.
*Time traveller/ Roland Joffe.
Multiple CG assets/Set extensions across the whole film.
*Finished Work on Bond Skyfall. CG Set extension / look on foreground buildings Macau Harbour sequence as well as Digital actors and Set modeling on floating Macau Casino. CG set on MI6 explosion sequence.
*Finished work on the Green Lantern. Responsible for all 3d work on shots involving Digital doubles for actresses Blake Lively and Angela Bassett.
Technical Director / Artistic Director
Spinning Divil
October 2004 - October 2017
Our First feature short was Killing Time. I provided visualisation and storyboarding with co direction during the concept phase and visual and technical development during production.
The production pipeline was designed to accomodate for a small production team while providing uncompromised quality output.
The short film as been shown at Annecy, Warsaw Film festival, Wiesbaden International Trick film and entered in the BAFTA short animation competition.
Character Rigger
Bizarre Creations
July 2008 - February 2011
The great team at Bizarre provided a perfect environment for developing techniques during the production of Bond Bloodstone. I researched ways to adapt anatomical knowledge and setups developed on feature short production into workable solutions for game characters.
While my role was to provide efficient rigging of in game and cut scene characters , I was also entrusted with occasionally helping in other areas such as modeling/texturing and animating.
Pathway Leader Digital Animation
University of Cumbria
October 2001 - June 2008
In 2001 I Joined Cumbria Institute of the arts (to become University of Cumbria) as a Lecturer for Digital animation.
There I supported and developed the animation part of the BA with Innovative video tutorial series XSI training series. My position as an official Beta Tester for Softimage offered great hindsight and knowledge to students.
As a Pathway Leader for animation, I helped supervising and monitoring student productions from script to screen, awarding the course 5 years "Best Student Animation" from the regional Royal Television Society.
Co-Owner
Digital Farmyard
January 2005 - March 2007
In order to help regional Architectural and Development businesses a small company was set up, providing High end 3D visualisation and rendering services.
High end modeling, surfacing and rendering would help Border developments sales by convincingly presenting customers with realistic depiction of future projects.
SFX supervisor
Kalisto
March 1999 - October 2001
I entered Kalisto Entertainment with a role of defining productive methods and main FX engine features and toolset for Nightmare Creatures II.
Closely working with the lead FX programmer to solve effects development pipeline issues and with Level Design Team to integrate and generate Specific effects.
Subsequent game projects allowed me to provide relevant modelling and texturing references.
Lead Artist
Excess development
October 1995 - March 1999
Excess Development was a small team of developers with the goal of creating the most outstanding game on early PCs.
I was lucky to join them with the task of providing boundary pushing pixel / 3d graphics and animations. I effectively built a graphic pipeline and worked closely with the lead engineer and project manager to develop appropriate tool sets.