Almost 20 years working as a professional artist in the games industry and still a massive games enthusiast.
When I'm not working on personal projects in my down time, I'll be learning the latest techniques and best practices to keep on top of my craft as required by the games industry. When I'm not learning, I can be found "researching" the latest techniques used in games... while playing them... it's the only way to be sure ;)
* Shader creation using Unity Shadergraph
* Creating procedural level generation assets.
* Participating in roundtable meetings on the design of the game.
* 3D concepting of art assets and world design.
* Level lighting
* Post Processing
* Marketing video creation
* Modelling and texturing of in-game art assets, delivered to set standards
* Developing best practices and techniques for producing art assets and environments.
* Environment asthetic design and level layout
* Working with programmers to develop the in-house tools and in-game tech.
* Shader creation using Unity Shadergraph
* Creating procedural level generation assets.
* Participating in roundtable meetings on the design of multiple games.
* 2D / 3D concepting of art assets and world design.
* Level lighting
* Post Processing
* Marketing video creation
* Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.
* Modelling and texturing of in-game art assets, delivered to set standards with a very restricted tech budget.
* Developing best practices and techniques for producing art assets and environments.
* Providing high quality benchmark models for outsource vendors.
* Environment asthetic design and level layout
* Working with programmers to develop the in-house tools and in-game tech.
* Mentoring Junior and Mid level artists on the fundamentals of asset creation and working within our pipeline, with a focus on getting the most out of very restrictive tech budgets.
* also all of the responsibilities outlined in the below Environment Artist role.
* Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.
* Modelling and texturing of in-game art assets, delivered to set standards with a very restricted tech budget.
* Developing best practices and techniques for producing art assets and environments.
* Providing high quality benchmark models for outsource vendors.
* Environment asthetic design and level layout
* Level creation and publishing
* Environment lighting
* Collaborating with external partners to design in-game events.
* Providing critique on outsource and solving art issues to keep the art style and quality consistent across the board.
* Modelling and texturing of in-game art assets, delivered to set standards.
* Level creation and world design
* Developing best practices and techniques for producing art assets.
* Providing high quality benchmark models for outsource vendors.
* Leading a team of experienced artists to deliver high quality artwork to fixed deadlines.
* Providing critique and solving art issues to keep the art style and quality consistent across the board.
* Attending and participating in meetings with other departments and feeding back to the art team.
* Working with other departments to identify and solve problems effectively
* Developing methods and lighting solutions for a 'day to night' transition, then manually animating lighting set-ups for each scene.
* Working with programmers to develop the in-house tools and in-game tech.
* Authoring CGFX shaders using node based shader networks.
* Modelling and texturing of in-game art assets, delivered to fixed deadlines
* Modelling and texturing of in-game assets. Creating prototype mock ups for games pitches and 'uprezzing' of 8-bit era graphics for modern devices.
* Working with programmers to develop in-house tools and in-game tech, mainly the node-based shader authoring toolkit.
* Authoring CGFX shaders using node based shader networks
* Modelling and texturing of in-game environment assets such as props and modular level construction pieces that would then be passed on to the level creation artists to build the levels.
* Modelling and texturing of in-game assets, mainly environment work but included some character models
. Environment was mainly on a macro level building roadways, buildings, and terrain.