Senior 3D Environment Artist with nine years experience in the games industry.
Currently working on AAA games (eight shipped titles to date). From this, I've gathered a wealth of knowledge,
and now have a strong technical understanding of games console limitations and an ability to produce efficient artwork, along with managing a large team of artists on vast open world environments.
I have an adept knowledge of Maya, Photoshop and ZBrush along with other software like xNormal, Substance and Quixel. Specialising in environment art I use all of these packages for the creation of low and high poly models, sculpts, assets and environments - organic and hard surface. High quality diffuse, normal, AO and roughness maps, efficient use of UV space and strong UV mapping skills.
A solid understanding and daily use of PBR multi-layered shaders, optimising, baked HDR lighting and exporting to an in-house game engine/editor for additional real-time lighting, post effects and live reflections.
As a Senior Artist I am very self-motivated, communicating well with others around me. This helps with my ability to ensure the concept art is conveyed properly into the final level art either by myself or my team of artists.
One of biggest strengths is assisting other team members with problem solving and giving them art feedback, whilst following direction well and implementing feedback to a high standard.
I make a conscious effort to keep up with industry trends and techniques to ensure my work is current and to the highest standard the industry and game fans expect.
Learning my skills from industry professionals whilst studying at Escape Studios, I quickly picked up Maya during the comprehensive course I took and found my first job within the industry soon after.
I began my career at Tt Games as a Junior artist in 2007. After six months I passed the probation period and was promoted to an Environment Artist in 2008.
Following on from there I was promoted to Lead Environment artist in 2010 and eventually worked my way up to a Senior Artsist role in 2014 which has been my capacity on the last two shipped titles, LEGO Jurassic World where I was the Lead artist for the open world explorable hubs managing a team of up to 15 artists.
My most recent contribution was on LEGO Star Wars The Force Awakens focusing more on the most complex individual levels myself and mentoring other artists in the team.
Responsible for a large team of artists over the course of a project on vast open world environments.
Daily, I create photo realistic and/or stylised assets using Maya, Zbrush, Photoshop and other software (as aforementioned) to a professional industry standard that is required for all current SKU's - PS4, XBoxOne, PC and older gens.
Modelling, baking, texturing, lighting, optimising and exporting to an in house game engine/editor for additional lighting and post effects.
I was promoted to a Lead Environment Artist role in 2010, and later in 2014 was promoted again to a Senior Artist.
Currently I am working on the recently announced Lego City Undercover in an acting Lead role.
Assisting students during classes with advice on modelling, texturing, lighting, rendering and other general trouble shooting all within Maya.
A three month Maya comprehensive course - with classes everyday, all day, five days a week is where I learnt so much about Maya it set me on my way to becoming a 3D Artist. This intensive course was conducted by industry professionals and the knowledge I picked up in these short three months was the perfect foundation for me to build on.
I achieved first class honors in my animation degree using a range of mediums. Traditional hand drawn animation was my strongest skill and in my final year produced two short animations, hand drawn and rendered in Adobe Flash.
I also studied 3D modules which is where I realised my real passion lay.