Hard-Surface, Character, Vehicle & Generalist Artist with 10 years of experience in game development. Throughout my career I have specialized in realistic & futuristic asset creation, with a broad interest across multiple art disciplines, mechanical design, character art & vehicle art from an aesthetics and functionality point of view.
I have developed a diverse skill set, having worked
as a hard-surface, character, vehicle, environment, cinematics, and generalist artist, using a variety of 3D asset creation pipelines in a variety of art styles. My experience includes team Leadership and principal artist responsibilities.
Skills:
3D Hard Surface and Organic Modelling, Character Modelling, Digital Sculpting, Vehicle & Environment Art, 3D Asset Texturing, Animation and Cinematics
Responsibilities:
• Responsible for leading the visual development and execution of 3D hard-surface character hero assets, ensuring each asset adhered to the game’s art direction and technical requirements.
• Provided mentorship & art direction to senior and junior artists. Always readily available to all team members for support, and conducted regular feedback sessions, both in groups and 1 to 1.
• I played a key role in facilitating and contributing to art review sessions, ensuring both internal and external character art teams were meeting the expected artwork quality consistently.
• Reviewed & approved final in-game assets, ensuring the work met the visual standards and performance requirements that were established.
Achievements:
• Assisted with the onboarding process for external and outsourced artists.
• Supported the team in meeting and exceeding milestones and deadlines.
• Being part of releasing a title that was complimented for its visual quality & complex yet visually appealing characters.
Responsibilities:
• Authoring pipeline specification documents that have guided both internal and external art teams.
• Established working best practices, providing support & instructions that followed hard surface/ character art production pipeline. Maintaining a consistent workflow across the team.
• Held 1 to 1 sessions with the team, focusing on each of my reports work, what aspects should be celebrated, areas that could be improved. Focusing on aligning tasks with career aspirations and interests. As well as care and attention toward each individual wellbeing, being sure to provide support where needed.
Achievements:
• Re-established & Co-developed the character art team, reviewing portfolios, interviewing candidates, and hiring team members for a range of role levels, from junior all the way to interviewing and hiring the new Lead artist.
Responsibilities:
• Creating conceptual vehicle designs
• Creating benchmark 3D vehicle assets
• Supporting the development of the vehicle art pipeline
• Working closely with the hero design team to develop the 3D vehicle art assets
• Supporting & mentoring team members
• Authoring vehicle art pipeline documentation
• Authoring vehicle art briefs for external & outsourced artists
• Reviewing & providing direction to external & outsourced artists
Responsibilities:
• Creating conceptual vehicle designs in 3D
• Creating pre-visualisation 3D vehicle art assets
• Supporting the development of the vehicle art pipeline
• Working closely with the hero design team to develop the 3D vehicle art assets
Responsibilities:
• Reworking, remodeling and re-texturing capital spacecraft 3D hero assets, focusing on improving overall quality, fidelity and optimization
• Creating and conceptualizing 3D weapons, props and environment art assets
• Working closely with the level design team while building the art maps
• Set dressing and Lighting environments in unreal engine 4
• Creating in-game cinematic sequences using unreal engine sequencer and previously matinee tools
• Creating cinematic trailer sequences & compositing them with audio & graphics
• Creating promotional & marketing imagery & sequences for monetization and online advertisement
Gained Experience working with a range of clients, producing a variety of 3D assets, renders, 3D animations and was tasked with a range of video editing responsibilities.
I worked as a Trainee 3D Artist for Micro Nav Ltd, a company specializing in air traffic control and airport simulators. I was tasked with creating 3D airport environment assets.