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Senior Artist
Wakefield, United Kingdom
2013 - 2016 (3 years)
Worms W.M.D (PC, XB1, PS4)
Responsible for shaders, post-FX, particle-FX and fonts.
Provided content for environments, costumes, weapons, vehicles, frontend, UI and HUD.
Worms 4 (iOS, Android)
One of two primary artists responsible for developing Team17's first mobile specific Worms title.
Flockers & Flockers Mobile (PC, OSX, XB1, PS4, iOS, Android)
One of two primary artists responsible for development of Flockers (3D).
One of two primary artists responsible for porting Flockers (2D) to mobile/tablet.
Worms Revolution Extreme (PSVita)
Sole artist responsible for porting Worms Revolution to the PSVita.
Worms Clan Wars / Worms Battlegrounds (PC, OSX, XB1, PS4)
Environment and object modelling, texturing, animation, lighting, FX and optimisation.
Additionally, provided content for frontend, UI and HUD.
Indie Projects (PC, OSX, XB1, PS4, iOS, Android)
Provided expertise and content for many of Team17's indie label projects including LA Cops, Overruled, Sheltered, The Escapists and Yooka-Laylee.
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Artist/Director
Gravity Art Services
Royal Leamington Spa, United Kingdom
2012 - 2014 (2 years)
Sonic Dash - SEGA Hardlight (iOS, Android)
Environment and object modelling, texturing, animation, FX and optimisation.
Forza Horizon - Playground Games (360)
Environment and object modelling/texturing.
Performance analysis and optimisation.
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Senior Artist
Royal Leamington Spa, United Kingdom
2006 - 2012 (6 years)
Undisclosed Projects (PS3, PSVita)
Responsible for prototypes, concept work and generation of pitches.
Little Deviants (PSVita)
Environment concepting, modelling, texturing, lighting, FX and UI.
Motorstorm: Apocalypse (PS3)
Environment and object modelling, texturing and animation.
Motorstorm: Arctic Edge (PS2, PSP)
Team lead and scrum master responsible for technology and pipeline prototyping/development.
Responsible for creating vertical slice, workflow documentation and managing the outsourcing and QA of the PS2 port of Motorstorm: Arctic Edge.
Environment concepting, modelling, texturing, lighting and FX.
Pursuit Force: Extreme Justice (PSP)
Responsible for creating six San Francisco environments covering approximately 10 square kilometers each in addition to creating an alpine environment.
Object modelling, texturing, lighting and FX.
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Senior Artist
Birmingham, United Kingdom
2003 - 2006 (3 years)
Undisclosed Project (360, PS3)
Environment and technology prototyping/development.
Environment modelling, shaders and texturing.
Coldwinter (PS2)
Responsible for prototyping in-game physics.
Responsible for creating 6 environments in addition to providing objects, textures, animation and FX.
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Artist (Freelance)
Aventura, FL
2001 - 2003 (2 years)
Battlecruiser Generations / Universal Combat (PC)
FPS weapon modelling and texturing. Environment modelling and texturing.
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Artist
Warwick, United Kingdom
2000 - 2002 (2 years)
Lego: Drome Racers (PC, PS2, GCube)
Environment, object and weapon concepting, modelling, texturing and FX.
Frontend, UI and HUD.
Winter Olympics: Salt Lake City 2002 (PC, PS2)
Responsible for creating the K120 and K90 ski jump environments from architectural plans, satellite data and a wide variety of gathered reference.
Worked closely with the IOC and Eddie "The Eagle" Edwards to ensure accuracy and authenticity.