A highly skilled and versatile Character Artist with over fifteen years’ experience in the industry including character art, environment design, props, animation, rigging, virtual reality, and music video production. Regularly utilising my skills as a qualified teacher to inspire and mentor junior artists to fulfil their ambitions.
I have studied a Ba Honours in Games Design (receiving a first), a Masters in Animation (a distinction), worked at Sonys Evolution studios, Secret Sorcery as a VR (Unreal) artist, a Character artist for Kuato studios (Unity), a Character artist and 3D generalist at Fen research, and worked as Lead Character artist at the outsource studio Skyhook games, working freelance on game and music video productions, and teaching at college and mentoring at university 3D art for games. I have been featured by Marmoset Toolbag for two artworks and a tutorial, coming in second and third in three Gnomon competitions, featured in an Unreal level design book by 3D Total, the book Game Design Fundamentals, awarded six CG choice awards and judged in A Search for Star 2017, 2018 and 2019. I also once wrote a novel for children, about lost socks.
I hope you enjoy my work.
Outsource Lead character artist heading a team of six on Destruction all stars, a AAA Playstation five game created by Lucid studios using the Unreal engine. Scheduling, planning, assigning tasks, mentoring, and giving feedback for the creation of characters or character skins. Also creating a multitude of character and assets for an internal unannounced Unity based game. And creating assets as well as mentoring, scheduling, giving feedback, and assigning tasks for a outsource team on the mobile game Avakin Life.
I have been involved with this annual ‘Search for a Star’ competition through Aardvark Swift for the last few years. I mentor students and evaluate their work helping to find new top talent and helping them grow both in character and environment art
Creating assets as well as mentoring and developing junior artists on asset creation and the character process, Including creation of characters rigging, skinning, animation, and following generally the whole character pipeline to implementation in to a inhouse engine and building of modular environments, from buildings to foliage in a stylised manor. Also technical development and process document creation, to aid the work and develop new techniques in dealing with customisation of characters on a unannounced RPG.
I worked remotely on the Famous Five mobile game for IOS and Android, creating and developing the main characters and NPCS for the Unity based mobile game
Mentoring students aiming for work in the industry
I worked on the game Tethered in VR. Based in Unreal I developed new methods of environment and building construction to speed up the process for myself and other artists, due to the tight deadline of the games launch. In addition to designing environments and characters, this role involved user interface design, scheduling, technical development work and process document creation.
From character art, 3D Prints, environment design, props, animation, rigging, virtual reality, book covers, sculptures, lighting fittings, medical surgery presentations, and music video production
I planned and delivered Foundation Level 3D Art, Game and Level Design and Game Production and facilitated in the development of new modules for 3D Art. I also provided private tutoring to individual students as requested
I created 3D assets (breakable buildings, vehicles and foliage etc.) for the AAA title Motorstorm Pacific Rift and Motorstorm DLC, and participated in scrums and sprints. Alongside this I also helped develop and test the collapsible terrain such as buildings and assets for the game.