I'm a Senior Environment with 15+ years in game development. For the last 5 years I've been working in the FPS genre, primarily in multiplayer games. Most recently I worked as a co-dev partner with Blizzard on Overwatch 2, working across several maps. I'm fluent in highpoly to lowpoly asset production, modular level construction and PBR workflows.
Currently Employed as a Senior Environment Artist at Redhill Games.
Worked as a contract environment artist at Upsurge Studios, helping their clients with their outsourcing needs. This involoves everything from asset through to environment and level construction.
- Modelling and texturing a variety of assets
- Texturing assets using Substance Painter using a PBR workflow
- Baking normal maps from high poly models created in both Zbrush and Maya
- Creating new Stadiums and reworking pre-exisiting ones to bring them into line with current gen hardware standards
- Taking Scan data of player heads and reworking them in Zbrush for player models in Rugby League Live 4
- Environment artist for Need for Speed: No Limits
- Level building, modelling and texturing art assets
- Pre-visualisation and proof of concept of various in-game and game related art assets
- Environment artist for Real Racing 3
- Level building, modelling and texturing art assets
- Gathering reference material and documenting race track/environment features
- Worked with training officers at mine sites to implement simulation based training solutions for haul truck drivers
-Documented mine sites and using collated 3D data reconstructed mine sites for simulation based training
- Modelling and Texturing Art Assets
- Ensuring assets conformed to technical specifications and gameplay requirements
- Modelling and texturing environments using Maya
- Developing look and feel of several levels
- Ensuring levels conformed to concept art
- Converting low-polygon meshes of Adidas shoes to high-polygon meshes, modelling in extra details
-Unwrapping and texturing models
-Setting up shaders
-Ensuring that models matched technical requirements of project, whilst maintaining a high degree of quality for Adidas' virtual kiosk: a large 4 LCD screen interactive display of Adidas shoes
- Modelled and textured various environment assets for several large world flight games
- Built several levels for large open world flight games
- Assisted in management of ensuring that environment assets were game ready