3D Environment artist turned Art Director turned Creative Director
Game Art, Game Design and Blueprint Programming <3
Blender, ZBrush, Substance Suite, Adobe Suite and Unreal engine, with dabblings in other related software.
As Art Director at RocketFlair I was in charge of the Art Team, a member of the Production Team and coordinated with both the Game Design team and the Programming team to ensure all the art of our games was made and implemented to top quality.
Besides the management side of the job, I also did a lot of asset modelling, concept modelling, look development, and shader development.
During my time there I oversaw the Art for both Surviving the Abyss, and Dynasty of the Sands
Initially working alone on environment and prop modelling for their upcoming game, I was then taken on for a second contract and integrated with the "Creative Shelf" of the Cupboard; working remotely alongside their in-house 3D artist to produce various game props. I was provided with reference images and rapid feedback, and from there I modelled, textured and tested the assets in the game environment.
Handling the 3D aspects, both artistic and technical, of R'n'D for AR technologies
Designed and modelled aspects of future human anatomy and technology, based on research provided by their futurologist. I then rendered these and created posters from them.
Modelled, textured and rendered various objects and creatures at high quality and resolution. The purpose of these was so they could be made into optical illusions projected and printed onto flat surfaces, so that they appeared 3D from certain perspectives.
Animating game characters for cutscenes. Freelance