PROFILE:

I have been working as a 3D artist within the video games industry since 1999. My positions have included working at AAA studios, indie developers and self-employed freelancing. More recently, I Taught full-time on the Games Art degree course at the University of Bolton before returning to full-time Game development in 2017. 
During my career, I have developed both creative and technical skills in all aspects of game development. I am proficient in problem solving and finding solutions and techniques for internal and outsource developers. I have experience of developing production pipelines and managing relevant documentation. I am familiar with most industry standard applications and have experience of using in-house tools as well as game engines.
Published titles: 
2020 - Destruction Allstars (PS5)
2020 - Sackboy: A Big Adventure (PS5)
2016 - CSR Racing 2 (ios)
2015 - WTCC (PC)
2015 - DTM (PC)
2013 - RaceRoom Racing Experience (PC)
2013 - CSR Classics (ios)
2012 - Sonic & Allstars Racing Transformed (multi-format)
2010 - BLUR (multi-format)
2007 - Project Gotham Racing 4 (XBOX360)
2005 - Project Gotham Racing 3 (XBOX360)
2004 - PowerDrome (multi-format) 
2001 - Independence War 2: Edge of Chaos (PC)

EMPLOYMENT HISTORY:
Feb 2020 - present day - lucid games ltd, liverpool Uk
Currently working on Destruction Allstars (PS5) 2020 as a Senior Artist and unannounced projects.
Jun 2018 - Feb 2020 - Sumo Digital, Sheffield UK
I worked as a Senior Artist on Sackboy: A Big Adventure (PS5) 2020. Tasked with creating environments and props for one of the game worlds (Undersea World) which included leading a small team both internally and externally with art direction and technical problem solving. I worked closely with the Art Director, design, concept, technical and lighting teams to produce performant results whilst adhering to the game-play and design specifications.
Jun 2017 - Jun 2018 - Simbin Studios (UK), Manchester UK senior Artist, 
tasked with overseeing production and pipeline development of cars for GTR3. Working closely with technical team to devise a wide range of technologies in Unreal Engine: including animation, morph deformations, vehicle rigging and material systems. Also responsible for training, creating and delivering resources and mentoring in-house artists and oversees outsource team. General outsource task management and production scheduling. 
Dec 2015 - Jun 2017 - University of Bolton, Bolton UK Lecturer BA (Hons) Games Art.
Key responsibilities included developing and delivering resources, teaching materials and assessments to meet program/course/student frameworks. Personal tutoring/mentoring. Industry outreach. Whilst working full-time I also undertook personal development and gained Associate Fellowship of the Higher Education Academy.
Sep 2014 - Dec 2015 - Sector 3 Studios AB, Lidkoping, Sweden
Continued development on RaceRoom Racing Experience (PC) after Simbin Studios AB was dissolved and Sector3 Studios was created from this team.
Jul 2014 - Sep 2014 - Space Digital, Manchester UK
Freelance 3D Artist, contracted to create 3D assets for use in technical promo videos for Toyota and Castrol. 
Jun 2013 - July 2014 - SimBin Studios AB, Lidkoping, Sweden
Worked as a remote Senior Artist on RaceRoom Racing Experience (PC) game. Tasks involved liaising with the Art Director on all areas of asset production for the game. This included reference research, model accuracy, support for external team and task management responsibilities. As well as modelling assets for the game I was also responsible for the game specific setup which included creating LODs, scene setup, shader setup, damage model creation. General pipeline improvements were also a key element to my role.
Apr 2013 - Jan 2014 - Ten24, Sheffield, UK
Freelance Artist, working on the mobile games CSR Classics (ios) 2013, CSR Racing 2 (ios) 2016 producing accurate vehicle models, textures, bake maps and LODs. 
Jun 2011 - Apr 2013 - Studio Liddell, Manchester UK
Freelance Artist, worked on all 52 episodes of CBeebies production 'Cloudbabies' as a 3D artist. Key responsibilities included modelling assets from concept, render and lighting shots (average 30 shots per episode), create pre-comps of rendered files, and create FX ranging from particle simulations to cloth and fluid FX. 
Mar 2011 - Jun 2011 - Sumo Digital, Sheffield UK
I worked alongside game designers as a 3D Artist tasked with producing tracks for the game 'Sonic & Allstars Racing Transformed' (multi-format). We developed the track ribbon layouts using in-house tools and engine to final whitebox sign-off. I also added base art geometry as placeholder for key elements such as landscape and key features in order to firmly establish the tracks and their locations whilst paying close attention to the SEGA franchises.
Nov 2004 - Jan 2011 - Bizarre Creations, Liverpool UK
My role involved the production of highly detailed and accurate vehicle models to manufacturer approval. I was part of the team that developed Project Gotham Racing 3 (XBOX360) PGR4 (XBOX360) and BLUR (multi-format). During the course of my time at Bizarre I was part of a small team that developed all aspects of vehicle production and implementation. Working closely with the technical team I was responsible for developing technical solutions for new features and setting benchmarks for outsourcers. As a team we also managed outsource teams and kept documents updated in order to maintain an efficient pipeline.
Jan 2002 - Oct 2004 - Argonaut Games, Sheffield UK
Following the acquisition of Particle Systems Ltd in 2002 I became an employee of Argonaut Games (Sheffield). I worked on the future-racer Powerdrome (multi-format) as a 3D Artist producing high and low poly models and working on several tracks from concept to final production.
Oct 1999 - Jan 2002 - Particle Systems Ltd Sheffield UK
3D Artist, published titles. PowerDrome (multi-format) 2004 Independence War 2: Edge of Chaos (PC) 2001 Key responsibilities included producing low and high detail models and textures for both in-game and cut scene/FMV. Work ranged from environment/track design, vehicles, FX and characters. 
EDUCATION: 
Sep 1998 - Sep 1999 - Teesside University UK- MSc Computer Aided Graphical Technology Applications (CAGTA) 
Sep 1994 - Jun 1997 - Coventry University UK - BA Fine Art (specialised in sculpture) 


References available upon request
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