Thanks for viewing my page, I currently work as a Senior Artist at Psiclone Games. This role requires me to produce 2D and 3D pieces of artwork. This includes: UI design, 2D Animation (After Effects), Texturing (Photoshop, 3D Coat), 3D Sculpting (Zbrush), 3D Modelling (3Ds Max, Blender), lighting and rendering (3Ds Max, Blender), Concept art and much more.
Promoted to Senior Artist on the team in January 2022, this role increases my responsibility on the team. This includes helping lead the team, feedback meetings, working with the Art Lead on future project designs, being involved in recruitment and art tests.
I am now also helping to guide art direction on projects as well as given more freedom to test out different styles and offer feedback to newer members of the team which also helps guide them through our work processes and pipeline.
It also has me continuing previous responsibilities for creating 2D, 3D assets, animations and VFX as well as UI design for B2 - B3 Slot games using a variety of software.
Responsible for optimization based on system limitations, which requires working closely with our programming team and our test department.
This role also requires me to create concept art for potential clients. As well as working in many different styles - such as realism to stylized artwork.
Due to the nature of our work at the company, I'm required to work under strict regulations and proceedures for data protection.
I started work in 2015 at Psiclone games were I work using 3Ds max, Photoshop, After Effects as my main software packages.
For this role I am responsible for UI design and layout, 2D and 3D asset production, 2D and 3D animations as well as multi region translations. Creating concept art and designs is important to the role and I am tasked with pushing styles of the games I work on during development as well as taking feedback onboard to help finish the game to a high standard based on customer wants and art direction.
I am also responsible for optimization based on system limitations, which requires working closely with our programming team and our test department.
Over the years in this role I have worked in many different styles - ranging from realism to stylized content.
Due to the nature of our work at the company, I'm required to work under strict regulations and procedures for data protection.
Started freelance work for a period of time. Working for commission projects and training others in 3D and game art creation.
During this time I was focused mainly in Photoshop and 3Ds max. Working towards client requests and changes.
I started work back at the University of Derby, teaching on the BA(Hons) Computer Games Modelling and Animation Course - where I would be responsible for creating lesson plans for teaching environment art, lighting, colour theory, shader and texture processes and pipelines.
During this time I was once again teaching the UDK (Unreal Engine 3) to second year students. Helping them understand industry standards. However, I did mix in teaching about modelling, sculpting and showing the importance of material definition. Showcasing why it was important that their materials made sense and looked as close to what they were trying to capture as they could (This was before PBR workflow).
I worked as a freelancing environment artist for the Pixel Bullies on Formula Force. A mobile racing game.
This role required me to design, make, texture and light a racing environment for the game. The project required a lot of optimization - such as baking lights in the modelling package to the textures directly to avoid a light bake pass in engine.
Polycounts were restrictive as well as textures to make sure the game would run well on all mobile devices.
I worked closely with the project lead to design the environment work around the project vision. All cars could drive on walls and slopes due to the speed of the game. Which allowed fun level design.
Worked as an Artist at Strawdog studios. This role had me working on 3D environments, character modeling and GUI work on several projects.
This job rob required me to work with strict mobile development restrictions - such as texture and polygon counts as well as lighting limitations.
I was also responsible for communicating with an outside team whilst developing a game on the Playstation Vita.
During my time at Strawdog Studios I was also able to apply my skills at hand painted textures to projects and help guide the artstyle for the project alongside my art lead.
I worked at the University of Derby as an Assistant Lecturer on the BA(Hons) Computer Games Modelling and Animation Course where I was teaching Advanced Rendering Techniques inside the Unreal Development Kit.
This role required me to be active in the field of game art, to keep up to date with latest software and changes made to the UDK so that I can create presentations, teach and pass on knowledge to the students where ever possible.
I would be teaching and show casing how to model, texture and apply lighting techniques, shader creation and post process effects as well as layout design.
Worked as a GUI/HUD artist on the game Rio: The Video game
This was my first games industry job where I was required to design, create and layout some of the menus and ingame UI.