LEAD TECHNICAL ARTIST, IMMERSED VR
APRIL 2020 - October 2020
•Lead art direction and visual standards
• Create environments for use in VR
• Optimize content for low spec VR headsets (reduce poly counts, batched meshes and textures)
• Create tutorial videos and in application UI
• Write custom, low cost, shaders using Amplify Shader

PROFESSOR, GAME DEVELOPMENT PROGRAM, FANSHAWE COLLEGE
JANUARY 2018 - April 2021
• Teach all areas of game asset creation: Modelling, UV mapping and texturing
• Curriculum development
• Grade and give meaningful feedback for assignments
• Mentor and foster students’ commitment to game development
• Stay up to date with current game development working practices and tools (Substance,Unity etc.)

FREELANCE ARTIST
JUNE 2016 - PRESENT
• Create content for various games and platforms, including VR, PS4 and Mobile
• 2D and 3D asset creation using modern tools, Substance, Maya, and Photoshop
• VFX and particle effect creation
• Knowledgeable about current game engines, such as Unity and Unreal
• Efficient in remote communication, Slack, Discord, Hangouts, Skype
• Past clients include Aardman Animations, Black Box VR and No Code

LEAD ARTIST, LUNARCH STUDIOS 
JANUARY 2014 - JUNE 2016
• Design and creation of game assets, from concept to final product
• Ensuring overall quality and integrity of the finished product while maintaining art style
• Communicating and providing feedback to contract artists
• Directing and guiding junior artists
• UI/UX Design and creation
• Scripting visual effects encompassing both 2D and 3D assets
• Marketing and branding asset creation including animations

LEAD EFFECTS ARTIST, DIGITAL EXTREMES
OCTOBER 2006 - OCTOBER 2013
• Worked alongside and supported the Art Director to bring high level effects to PC and consoles
• Created visual effects encompassing both 2D and 3D assets
• Conceptualized and prototyped various untested effect styles and techniques
• Involved in both art and design reviews
• Designed and authored multiple front end logo movies and in game movie scenes

SENIOR SCENE DESIGNER, LIONHEAD STUDIOS
MAY 2003 - MAY 2006
• Created over 1500 interactive movie scenes for gameplay
• Maintained cinematic quality over all scenes and made sure "rules of cinematography" were adhered to
• Reviewed scenes and provided feedback
• Worked closely with programmers to evolve and improve tool set

LEAD ARTIST, MÖBIUS ENTERTAINMENT (ROCKSTAR LEEDS)
JANUARY 2000 - MARCH 2003
• Worked alongside and supporting the Art Director in various directives
• Ensured overall quality and integrity of the finished product
• Managed, maintained and provided artistic assistance to the art team
• Created art encompassing both 2D and 3D assets (conceptual, level layout and building)
• Produced high polygon models and textures for pre-rendered sequences
• Designed game levels including lighting, art, concept, scripting, story and dialogue writing
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