I am a creative artist with 12 years of game industry experience across both console and mobile. As someone with a lifelong passion for video games, I thrive on creating believable, appealing characters while continually pushing the boundaries within game development. I have previous industry experience as a lighting, VFX and environment artist.
I enjoy working in a collaborative, passionate and driven team with like-minded individuals to deliver a high quality product with impressive visuals.
Key skills:
•Maya
•3D Studio Max
•Zbrush
•Photoshop
•Quixel Suite
•Substance Painter
•Xnormal
•Unity
•Sole character artist within a specialized Central Art team
•Working closely with Visual Development to 3D concept ideas and help visualize design in 3D
•Working closely with game teams to support and create high quality characters
•Liaising with Technical artist to help improve tools, pipeline and resources
•R&D to push visual quality on a mobile platform
•Lead 3D artist responsible for environments and assets
•Creating lowpoly handpainted assets
•Creating custom terrains and prop placement to make rich and atmospheric environments.
•Concepting and paintovers
•Managing outsource and giving feedback briefs to ensure all outsourced assets are to a high quality.
•Working closely with the Art Director to concept new environments while considering readability and technical limitations
•Working closely with the Tech Artist to explore new pipelines and workflows for our in house engine.
•Experienced with Agile Development
•Creating Highpoly sculpts and Lowpoly in-game assets
•Creating custom and tillable high quality hand painted textures
• Sole artist for one level
•Creating complex terrain
•Set Dressing and prop placement to make believable, rich and atmospheric environments
•Lighting direction that creates atmosphere, adds realism, tone and depth to a scene.
•Experienced with Agile Development.
•Creating Highpoly sculpts and Lowpoly in-game assets.
•Creating custom and tillable high quality hand painted textures.
•Creating modular assets for fast iteration of levels.
•Integrate assets into Unity and creating prefabs.
•Liaising with Designers for level design. Sculpting, retopologizing, UVing and terrain painting.
•Set Dressing and prop placement to make believable, rich and atmospheric environments.
•Lighting direction that creates atmosphere, and adds realism, tone and depth to a scene.
•Working closely with the Art Director to concept new environments while considering readability and technical limitations.
•Iterate on game assets and environments through paint overs and concepts.
•Creating VFX using Unity's Shuriken system.
•Experienced with Agile Development.
•Create, iterate and polish 3D assets via modelling, Uving and texturing.
•Produced texture variants for damaged and destroyed assets.
•Mentoring junior Artists
•Created collisions and optimised assets while considering PS Vita limitations.
•Working closely with the Art Outsource Lead to give feedback briefs and ensure all outsourced assets are to a high quality.
•Diligently bug-fix and optimise asset content to the highest standard.
•Creating Highpoly sculpts and Lowpoly in-game assets.
•Creating custom and tillable high quality hand painted textures.
•Creating designs and assets for the kinectimcals Unleashed store.
•Creating modular assets for procedurally generated environments.
•Unity pipeline to integrate assets.
•Working closely with the Art Lead to concept new environments while considering readability,technical limitations and requirements of levels.
•Iterate on game assets and environments through paint overs and concepts.
•Creating custom animations for assets in game.
•Realistic and stylised Lighting Styles.
•Creating both the exterior and interior lighting within environments and cut scenes.
•Ownership and creative control of lighting scenes
•Working Closely with the Art Director to establish mood and atmosphere within lighting.
•Strong sense of lighting theory; colour, exposure, artificial light, natural light and reflections.
•Liaising with designers on game play to guide the player forward, highlight objectives and enemies through lighting.
•Experienced with physical based lighting system.