Experienced Environment Artist, previously an Art-Lead and University Educator, with a background in Freelance 2D Concept-Art and Illustration.
Working in Unreal Engine and specialising in Environment-Art, Modularity, Technical-Art, Realtime VFX and Blueprints and Optimisation, as well as Concept Art and Design.
Experienced in VR and mobile development, with broad knowledge of the entire game-art pipeline, having shipped an indie VR title for Steam and Meta Quest Stores.
Leading a team of artists to build ‘The Pirate Queen’, an immersive VR narrative experience for the Oculus Quest hardware, based on the award-winning demo (also released on Steam for PCVR).
As head of Art Department, I liaised with the stakeholders and writers to define the visual design and art-direction of the game. I created art-bibles, mood boards, research documents and concept art to communicate our visual goals to the rest of the team in early development.
I was responsible for handling task allocation and scheduling and feedback for the art team, whilst communicating with production and stakeholders. I was also a key hands-on artist: modelling, texturing, creating VFX, shaders and blueprints and working in-engine.
On this project I emphasised modular environment creation and optimisation. I designed efficient master shaders and functions and was further responsible for other optimisations such as LoDs, culling volumes and custom collisions.
Lecturer for the 3rd year of ‘The Art of Video Games’ undergraduate course, guiding students through large scale environment art projects, teaching technical skills, and providing art-direction and feedback.
Pastoral role providing 1-on-1 feedback to students during their specialism module, portfolio development and job applications.
Previously I designed and taught the 1st year ‘Game Art Core’ undergraduate module, which introduced students to the game-art pipeline, covering asset creation in Maya, Substance
Painter and Unreal Engine.