Andrew Entwistle

Senior Artist - Characters at Clever Beans
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Contact Information
us****@****om
(386) 825-5501
Location
Manchester, England, United Kingdom, UK
Languages
  • English Native or bilingual proficiency
  • French Limited working proficiency

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5.0

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Noel Austin

I have worked closely with Andi many times in the past and I have no hesitation in writing a glowing recommendation. As you can see from his portfolio his artistic skills are beyond doubt, but Andy really is the complete package. A great communicator, he works well with engineers and easily communicates the requirements to other artists. He stays current with modern engines and techniques in his own time, and is hard working and diligent in his day to day work. I hope our paths cross again in the future!

Phil C.

I was lucky enough to work with Andy while at THQ. He is an extremely talented artist and experienced in all areas of Art Production. From Zbrush sculpting to Traditional art, he can turn his hand to anything. I hope to work with Andy again in the future and I highly recommend him.

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Experience

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior Artist - Characters
      • Apr 2019 - Present
    • 3D Freelance services - Games, VR, Film, TV, Animation, Art Direction.
      • Jul 2014 - Present

      www.instagram.com/aentwistle_art Clients include: 3D World, Sony XDG, Paul Gerrard Design Studio, NaturalMotion, Ndreams as an Ext-AD, Ruairi Robinson FD , Rewind, Bolton University. • Industry Experience - 16 yrs • VR - 5 yrs • Maya - 12 yrs • Zbrush - 11 yrs • 3ds Max - 16 yrs • Substance Painter - 5 yrs • UE4 - 4 yrs • Others include Keyshot, Marmoset, 3D coat, Topogun, xNormal, Davinci Resolve, Vray + Arnold. Specialities - • Characters • Vehicles • Organic and Hard Surface Modelling • Modelling and sculpting for low and high resolution • Organic and Hard Surface Modelling • Hand painted and photo based texturing • Visual Development • DSLR Photography Over my career so far I have developed my career as a highly competent digital artist on a collection of games titles, across vehicles, environments and characters. I have been fortunate enough to have worked with global games studios such as Sony XDev, THQ and Warner Bros Interactive, allowing me to work at all levels of pre-production and production, including training entire art teams along the way on the most current and leading console platforms. I am a skilled 3D Artist, Modeller, Texturer and Visualizer who is fully competent with Maya, 3ds Max, Photoshop and Zbrush with a firm grasp of game-play mechanics and structure. I offer a bespoke service to the entertainment industries dealing with each aspect such as Character, Environment and Vehicle asset art, whether licensed or not, in a variety of art styles. The quality of artwork I offer is paramount, every piece of composition I deliver is to your required specification and with the level of attention to detail you would expect from an experienced 3D artist. For further information, or to discuss any projects you require support with, feel free to contact me via email or linkedin. Show less

    • United Kingdom
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Lead Artist
      • Sep 2017 - Apr 2019

      Credits include: Worst Witch Series 3 (3D Modelling, Materials, Shot specific lighting and Rendering) TVC Harrison Spinks (Sheep Sculpting/Detailing, Materials, Lighting and Rendering) TVC Resolva Pro, (Digital Set build, Materials, Lighting, Rendering) TVC CarPeople, (Character Model Restyle, Materials, Lighting, Rendering) TVC/Cinema 100 Years of Beaverbrooks, (Materials, Lighting and Rendering) Credits include: Worst Witch Series 3 (3D Modelling, Materials, Shot specific lighting and Rendering) TVC Harrison Spinks (Sheep Sculpting/Detailing, Materials, Lighting and Rendering) TVC Resolva Pro, (Digital Set build, Materials, Lighting, Rendering) TVC CarPeople, (Character Model Restyle, Materials, Lighting, Rendering) TVC/Cinema 100 Years of Beaverbrooks, (Materials, Lighting and Rendering)

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Lead Artist
      • Jan 2016 - Mar 2017

      With a line-up of studio head figures from Sony Evolution Studios, (Driveclub, Motorstorm, Wipeout) I helped develop the style/lead the art for the studios launch title, "Tethered" for PSVR and PC. I took a well fleshed out greybox working prototype and within 2 months, its aesthetics helped secure a main floor position as part of Sony's E3 main stand in LA. With a small team of 4 artists we then later shipped for the following Christmas. With a line-up of studio head figures from Sony Evolution Studios, (Driveclub, Motorstorm, Wipeout) I helped develop the style/lead the art for the studios launch title, "Tethered" for PSVR and PC. I took a well fleshed out greybox working prototype and within 2 months, its aesthetics helped secure a main floor position as part of Sony's E3 main stand in LA. With a small team of 4 artists we then later shipped for the following Christmas.

    • United Kingdom
    • Lead Artist
      • Aug 2014 - Nov 2015

      PSVR - Super Stardust Ultra - VR module. PSVR - Super Stardust Ultra - VR module.

    • Senior Artist
      • Sep 2011 - Jul 2014

      Part of a new startup with artists from Sony and THQ, a small intrinsic team of 7 people created When Vikings Attack for Ps3 and Vita Cross-play and after worked directly with Sony XDev to create new IP prototypes. With a focus on environments; I became involved in Character Art, animation, UI, promotional illustration and even PSN store cards. I also helped to define the rigging pipeline along with programmers so it could later be automated using melscript. Further tasks included brain storming sessions for new game ideas to provide playable demo's to sales and marketing which enabled me to further enhance my design sensibility, produce artwork in a variety of art styles and to be very hands on from initial conception through to prototype, with a AAA focus. Show less

    • United States
    • Senior Artist - Vehicles + Concept Design + Environments
      • Sep 2009 - Jul 2011

      My term began on the environment team made up of 16 people in a studio of 80, using in-house software similar to CryEngine to generate terrain on a futuristic open world racing title. I later transferred to the concept department made up of a team of 4, to assist with the vehicle designs and track furniture concepts, with Scott Robertson as our key outsource designer. Unfortunately after that project was cancelled, I moved into a team of 12 people to work on 'Full Impact', a classic American car destruction derby title. I had a multi-disciplined role which involved full attention of the vehicle pipeline from initial concept design, in-game faction branding, modification, pre-production to the production and benchmarking of assets to deal with external outsourcing parties; providing AD when required. Fundamental aspects of this term involved working as a core team, generating content, specifying art guidelines ,project discussion + Scrum, improving the damage model system, shader development and refining pipelines within existing tech practices. Show less

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Environment Artist
      • Jan 2009 - Sep 2009

      At a studio of well over 100 people, this role involved working on the staged environments to a tight schedule for 'Lego Rockband' for X360 and PS3. I was responsible for modelling and texturing to a unique Lego style from concept sketches, to create staged venues; defining tone, atmosphere with a specific colour palette and theme. When concept art was not available, unique assets were designed by myself within this visual language. Further tasks included working from storyboards and liaising with the cut-scene department to ensure assets were in place for their pipeline, so that the game-flow and storyline was told correctly for the animatics with respect to Milestone deliverables. Towards the project end, I also took responsibility for the prop customisation of the hub, ensuring assets adhered to the Lego® license criteria and delegating work where appropriate. Show less

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Lead Vehicle Artist
      • 2003 - 2008

      I joined initially as a Vehicle Modeller on the Juiced franchise and for the sequel, I took on extra responsibilities and was promoted to Lead Vehicle Artist in 2005 where I was responsible for scheduling and licensing issues throughout. Hands on; the scanned vehicles were textured and in-game within 1 week and body kits for them produced at a rate of 1 every 3 days. This role involved the big leap from Xbox to 360 and mentoring a team of 6 artists to create a catalogue of 90 cars with modifiable components to a high resolution ensuring quality standards were met throughout. I also co-ordinated the outsourcing needs of the business which extended the team to 10 artists, developing and prototyping techniques for the vehicles with R&D. Subsequently in 2007 I moved onto a new I.P which involved designing and building aircraft/spacecraft for a new, gritty, 1st person style military dog-fighting game called 'Stormbirds'. Show less

    • 3D Render Artist
      • Mar 2003 - Jun 2003

      3 month contract based employment producing High end photo-realistic image composites of proposed architectural projects in London. Working with blue chip clients on iconic landmarks such as the Gherkin tower amongst others. 3 month contract based employment producing High end photo-realistic image composites of proposed architectural projects in London. Working with blue chip clients on iconic landmarks such as the Gherkin tower amongst others.

Education

  • Coventry University - School of Art & Design
    Master's Degree, Automotive Design
    2001 - 2002
  • Lancaster University
    Bachelor's Degree, Illustration & Animation
    1998 - 2001

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