I am a 3D artist with over a decades experience spanning a variety of industry sectors.
Over the last three years, I’ve been creating 3D content for immersive technologies, creating virtual and augmented reality applications for use in training and events. Before this, I worked in creating bespoke military training applications and architectural visualisations.
From the roles I’ve worked in I’ve been lucky enough to gain valuable experience in several areas, for example, the last three years I’ve lead a talented team of artists and developers in successfully delivering a series of complicated projects for high profile clients.
I’ve also gained a wealth of knowledge in a diverse set of software applications. My core programs include 3Ds Max, ZBrush, and substance painter for asset creation then for development I use unity for adding interaction with c# if I’m creating a real-time animation I will use Unreal engine. If it’s an offline render then I will generally lean towards Vray or Arnold for 3ds Max.
During my spare time I work on creating Indie games, last year I finished “The Captive” a horror escape room for the HTC Vive. I also released a small game on itch.io to celebrate the 50th anniversary of Apollo 11. You had to land on a target on the moon, very simple but addictive.
I really love creating an application from start to finish, designing and creating the environment in 3D, creating all the props and then adding the interaction and most importantly, the story.
I lead a small team of artists and developers in creating immersive experiences in Virtual Reality, Augmented Reality and Mixed Reality to bring stories, products, processes, and environments to life.
we work primarily in 3D Studio Max, Substance Painter, and Unity.
Leading the art team to successful delivery on major projects for large organisations. I created art assets such as environments, vehicles, props & Characters.
I then made sure these assets looked correct in the game engine, unity. Here I took care of lighting, shader setup using a PBR workflow & FX.
working on concept art for clients, then creating 3D models and if required putting them into a game engine and preparing them for the development stage.
I created art work for illustration, web and print.