I am an enthusiastic, motivated, and hard-working individual with a real passion for 3D Art, especially creating environments. I am always keen to develop my skills and progress professionally. I have experience in key areas such as working in inter-disciplined teams, collaborating with multiple international companies, working efficiently to tight deadlines, and making sure that all my work is produced to the highest possible standard in a professional manner. I have a wealth of experience creating game assets and environments to an industry leading standard using the latest techniques and workflows available.
I have also been providing mentorship to students, graduates, and junior artists in my free time through a range of avenues. Most recently I provided a talk for Snappy Gurus during the careers week they host.
Throughout my years in the industry, I have gained proficient experience in Maya, 3DS Max, Blender, Substance Designer/Painter, Quixel, Photoshop, Zbrush, Gaea, Speedtree, Unreal Engine, and more.
● At TriPunk Ltd, I was responsible for the creation and implementation of a wide range of environments, 3D assets, and textures from concept to final integration in the game engine (Unreal Engine 5). Another key part of my role was handling lighting tasks for the various studio projects, meaning a wide range of technical requirements. I took responsibility of several key areas throughout the game working with the team to produce them from initial pre-production planning to game ready within the deadlines required of me.
● Working at TriPunk allowed me the great opportunity to learn from a number of other artists at different studios around the world and incorporate best practices into my own workflows. This enabled me to further develop whilst still achieving the highest possible quality for the client without having an impact on delivery times.
● In my time at the studio, I had the opportunity to work on both large AAA projects and smaller, more intimate teams. At the studio, I was responsible for kickstarting smaller projects, creating environment production pipelines, and contributing to the overall art direction of the projects I have been involved in.
● In my capacity as an experienced Environment Artist, I was also responsible for providing feedback, guidance, and advice to more junior artists; ensuring that artwork remains consistent and to the highest quality.
● At Derby College, my job was to instruct the students and develop their base, fundamental skills in relation to Game Development. This was done through the teaching and assigning of various projects from making a 2D game, to an introduction to 3D Modelling, and the exploration of Environments within UE5 in their first year.
● At the beginning of my role, I was responsible for updating and modifying the Environments module, so it was geared more towards modern practices and the current expectations within the industry.
● I was responsible for providing feedback and assisting in the growth of the students on the course to ensure that they not only achieve their goals, but that they also be the best budding developer possible.
● At DR Studios my job role is to develop 3D assets and textures, taking them from their concept through to use in game. I am responsible for the creation, iteration, and implementation of consistent 3D assets via the use of correct procedural workflows and designing them to the required specifications, technical limitations, and engine constraints.
● DR Studios is remote work which requires collaboration with other remote workers, across different time zones and working schedules. This means that self- motivation, adaptability and flexibility, and communication were vital to establish good working relationships in order to deliver the projects within the deadlines and to a high professional standard.
● I was responsible for the development and implementation of assets into Unreal Engine. These responsibilities included bridging the divide between the prior offline rendering workflow of the studio, developing this into engine and working the assets towards a more real-time solution.
● My job role was to ensure the creation of 3D assets within the games pipeline using a variety of programs, workflows, and techniques. I had various responsibilities depending on the task and work that was required of me.