Education
Victoria University, Advanced Diploma of Screen Media (2013-2015)
Southampton Solent University, Higher National Certificate with Distinction in Civil Engineering (2003-2004)
Bracknell and Wokingham College, City & Guilds BTEC in AutoCAD (2002)
Surrey Institute of Art & Design, 2yrs completed Bachelor's Degree in Graphic design and Visual Communication (2000-2001)
Alton College, A-Levels in Graphic Design, Fine Art and Media Studies (1998)
Skills
Topology - Low & High Poly Modelling
Physically Based Rendering Workflows
Realistic Materials Production
Environment and Asset creation
Map Design Planning
Competent in a wide range of design software
Engineering design concepts and process
Friendly and positive nature
Teamwork, collaboration & communication
Experience in managing teams/individuals in Art Design, Engineering design, mentoring, and knowledge sharing
PRIMARY SOFTWARE
3DS Max
Blender
Substance Designer/Painter
Unreal Engine 4/5
Adobe Photoshop
AutoCAD
Perforce
Confluence
sECONDARY SOFTWARE
Maya
Quixel
Unity
ZBrush
Autodesk Recap
Knald
GIT
Experience:
Indycar (Unreleased), Motorsport Games, Unreal 4 & 5 (PC/Xbox/PS) 2021-2023
Lead Vehicle Artist.
Initially brought in for the Lead Vehicle role I was tasked with the creation and/or management of the entire vehicle content for the upcoming title Indycar.
Worked with Licensed content to create accurate real-world representations of the Indycar vehicle/franchise.
Utilised PureRef, Blender, Substance Designer/Painter, Photoshop, UE5 & Perforce for all asset creation.
Documented all construction processes in Confluence for the purpose of re-use, training, and reference.
Led a small art team across both Australia and the UK to create the numerous components required for the entire Indycar 2023 vehicle catalogue.
Creation of numerous environment assets to help with shortfalls in the content workflow.
Built a number of real-world race tracks & would lean on the team’s Houdini tools to increase productivity & efficiency upon the track's more repetitive tasks.
Torque Drift 1 & 2, Grease Monkey Games, Unity (PC) 2019-2021
3D Artist promoted to Lead Artist.
Initially brought in as a 3D Artist tasked with improving GMG's current mobile title, Torque Drift (Unity), and have it work seamlessly with the PC release.
Improved overall visual fidelity of all track layouts, and game-ready assets, as well as re-working the lighting for the purpose of the higher fidelity requirements of the PC release. All asset creation was made through Substance & Blender software.
Worked closely with artists and programmers to achieve fluidity between both mobile and PC gameplay.
Following a promotion within GMG I was made the Lead Artist for the production of Torque Drift 2 (UE5).
Led the art team in creating assets for TD2 ensuring quality was consistent with the new required standard for a game-ready asset within UE5.
Remade multiple tracks, and scene assets and produced art documentation for best practices to help fellow artists achieve consistent quality & optimisation for the new title.
Played a part in the Improved lighting & ensured optimal game asset workflow via the use of Lumen and Nanite.
Helped in the creation of cinematics for the initial game trailer which helped to secure funding for the foreseeable future
Age of Empires III: Definitive Edition, Zero One / Tantalus / Microsoft Studios, Proprietary engine Granny (PC) 2018-2019
3D Artist
Played my role alongside 15 other talented artists to remaster all assets for Age of Empires III: Definitive Edition.
Collating reference material to improve upon the original game assets by recreating models with increased poly counts & texturing assets through Substance Painter & Photoshop.
Creation of over 200 assets ranging from Architecture, Scene props, Environment & Character assets across various civilisations (Russian, British, Japanese, Dutch, etc)
In addition to gameplay assets, I was also tasked with making numerous high-resolution models & textures purely for the AOE3 cut scenes.
Kartkraft, Black Delta Studios, Unreal Engine 4 (PC) 2015-2018
3D Artist
My first role as a 3D artist in the field of Game Development working as part of a 3-man art team to create a realistic Go-karting title (Kartkraft).
Asset creation through modeling in 3DS Max, UV optimisation with Headus, PBR texturing methodology through Substance Designer, and completion of game-ready assets in Unreal Engine 4.
Created high-quality assets ranging from every component on a Go-kart, track layout/design, as well as environment assets and avatars.
Worked closely with programmers & designers to achieve optimal game-ready assets for use in Kartkraft.
Multiple Projects, Parsons Brinckerhoff, 2009-2013
3D Visualisation and Technical Draftsman
Technical Draftsman and CAD designer primarily working within the Civil engineering sector.
Extensive knowledge & implementation of CAD to achieve clear concise blueprints/imagery on complex projects to bridge engineering design with construction methodology.
Primarily utilised in the field of Civil Engineering, I also worked in the fields of Telecoms, Aviation & 3D Visualisation.
Major projects included Wonthaggi Desal Plant, Ballarat train station, Clifton Hill Rail bridge duplication, Yarraman Reserve Wetlands, and Truganina Land Development project.
Gained extensive knowledge and skill in designing and implementing engineering projects from planning to construction.
Creator of numerous 3D visualisation projects to better display engineering concepts to the general public utilising software such as AutoCAD, Revit & Sketchup.