I’m an artist currently living in the UK. By day I work as an Associate Art Director in the video games industry and by night I split my time between improving my 3d skillset and following other creative pursuits such as writing and drawing. This of course is after spending time with the family, frequenting the gym and squeezing in a dash of gaming. I enjoy nothing more than being creative and challenging myself to keep improving in all areas.
Having worked on a few published video game projects from start to finish since 2007 I have become a trust worthy artist who can see work through the entire production process. My primary focus is environment art but I’m also experienced in visual development, mentoring of other artists and team management. I’m familiar with current environment production techniques and am constantly dabbling with any other software/tools or techniques that emerge.
Software and tools I have the most experience with include Maya, Max, Mudbox, ZBrush, Quixel Suite, Photoshop, Painter, Manga Studio and Substance Painter.
When not sharpening my skills in virtual 3d space I savour each moment I can get to produce and admire traditional art and especially comic art. Many evenings have been lost to line widths, spotting blacks and scrutinizing story telling techniques. Some future aspirations involve self-publishing my own comic.
Working on more goodness at Firesprite.
Currently working here on something fun :)
During my time at TT Games I worked on the Year 2 Lego Dimensions Packs which included Harry Potter, Fantastic Beasts and Where to Find them and PowerPuff Girls. I also contributed to Lego Marvel Super Heroes 2 , primarily artwork in the Hub area which covered Xandar, Lemuria and some work on the 21st Century Manhattan area.
As a Senior Environment Artist I was responsible for producing game content, optimisation, mentoring other artists and also shader/material authoring during my time there.
Role: Location Lead
During the production of Driveclub I was given the opportunity of taking ownership of the Scotland tracks after the initial blockout phase to progress the tracks through to GM. I was responsible for the overall aesthetics of the tracks which required me to compose assets within the tracks, sculpt / model the landscape, setup materials and create/edit textures. I was also required to address playability issues, optimisations and bug fixes.
I served as assistant art director on Motorstorm RC released on PSN and PlayStation Vita in February 2012
- Working alongside the art director in defining the look of the environments.
- Liaising regularly with designers and concept artists to discuss aspects of the game.
- During the production I was responsible for managing the environment art team to deliver all environments on schedule and to quality on both platforms.
- Lighting, bug killing and polish for the majority of the tracks. I've also contributed a full environment from design to completion called Roadblock.
- Provision of various marketing assets was also needed. This included in-game screenshots and high quality renders of in-game assets.
On this project my main task was to design and produce the track called Interstate. There were four different variants created. I was responsible for producing artwork and working on the level design and dealing with outsource assets.
Motorstorm Pacific Rift DLC:
My contributions to the expansion pack entitled “SPEED” included the tracks Darkfire Swamp and Quicksands. I was responsible for designing and carrying out all the related tasks to bring both of these tracks through production.
Motorstorm Pacific Rift:
Staring as a prop artist I moved on to work as an environment artist. I was responsible for the track Sugar Rush ensuring the track was bug free, completed on time and to quality.
In a junior artist role I was responsible for creating assets for two DLC tracks.