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.