I'm a 30 year old self taught artist / tech artist with a passion for bringing 3D worlds to life.
In my 10 years in the games industry I have worn many hats, covering roles from environment art and materials, to technical art and even lead and director roles.
I specialize in 3D Unreal Engine projects and love pushing the bar of what is possible with real time rendering.
However have also worked on many projects from Mobile and VR games in Unreal and Unity, as well as digital TV production using Unreal 4.
From props, textures, environment design and world building, to using technical knowledge in shaders, programming and automation; I'm always looking to learn and improve.
My current focus is building UE5 pipelines that don't reinvent the wheel. To get more from simple features for less setup and minimize the pitfalls of making overly complex workflows for minimal benefit.
And greatly enjoy building Niagara based systems for character and world interaction.
I worked with the talented team at BDG to bring 83' to life.
A first person multiplayer military shooter in Unreal Engine 5 that uses Lumen and Nanite.
The goal was to eliminate tech debt and ship a title in less then 6 months that used Unreal's features but still performed well across a wide arrange of hardware. We managed to hit high frame rates on old hardware with 6GB Vram GPU's due to our workflows and strong control over feature settings in the engine.
In this contract period I worked to completely revamp the art and tech pipelines of a client working on behalf of Sentient Arts.
Pushing a project with years of tech debt to being on a good trajectory for shipping within a few months.
Crossfire
I worked with Sierra Division a few of their projects providing tech art and VFX support.
I worked as a Technical Consultant setting up shader pipelines for an upcoming 3rd person shooter.
Technical Artist working on shaders and VFX creating ocean Gerstner materials and ocean VFX
Hard Surface Modeller
I had the privilege to work as an environment artist at Black Matter Games on their WW2 shooter Hell Let Loose.
Working with a small but extremely talented team to bring their new eastern front content to life.
Covering things from workflow exploration, shader design, Material creation ,3D prop and environment art.
Material Pipeline creation for Ghost Story Games' Judas
I had the privilege to lead talented diverse outsource teams creating assets and environments for various projects during my time as a Lead at Dekogon.
These projects spanned many areas of the 3D industry, from VR training to Mobile, to AAA projects.
This experience was a valuable lesson in managing my time and others.
And dealing with clients and making informed decisions on budget and future projections.