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Experience

    • United Kingdom
    • Computer Games
    • 300 - 400 Employee
    • Art Director
      • Jan 2020 - Present

      On the Forza Horizon team, my role is to develop, establish and communicate the artistic direction, push visual quality and collaborate with the various departments to execute the project's vision. I provide art direction for all art disciplines on the project which include Environment Art, UI Art, Concept Art, Character Art, Vehicle Art, Cinematics, Animation, Lighting, and VFX.Forza Horizon 5: Rally AdventureForza Horizon 5: Hot WheelsForza Horizon 5Forza Horizon 4: Super 7

    • Associate Art Director
      • Aug 2019 - Jan 2020

      Forza Horizon 4: The Eliminator

    • Lead Environment Artist
      • Jun 2017 - Aug 2019

      On Forza Horizon 4, I led the environment art team with a focus on establishing fidelity quality, visual benchmarks, workflows, and best practices.Forza Horizon 4: Lego Speed ChampionsForza Horizon 4: Fortune IslandForza Horizon 4

    • United States
    • Information Technology & Services
    • Artist
      • Apr 2019 - Sep 2019

      I created 15 ocean inspired substance materials for the Substance Source website as part of a featured Signature Series Collection. Allegorithmic also held a livestream where I did a walkthrough for one of the materials from the collection. I created 15 ocean inspired substance materials for the Substance Source website as part of a featured Signature Series Collection. Allegorithmic also held a livestream where I did a walkthrough for one of the materials from the collection.

    • Juror
      • Oct 2017 - Nov 2017

      I was a member of the six-person jury for Allegorithmic's inaugural Materialize Contest. My artwork was used as marketing for the contest. I was a member of the six-person jury for Allegorithmic's inaugural Materialize Contest. My artwork was used as marketing for the contest.

    • United States
    • Solar Electric Power Generation
    • Lead Environment Artist
      • Sep 2012 - Mar 2017

      On Anthem, I managed the environment art team and created content with a focus on establishing fidelity quality, visual benchmarks, workflows, and best practices. Before Anthem, I managed artists for Mass Effect 3's post-release content. Working closely with the Art Director, I was responsible for ensuring quality was being met and that art direction was being followed. Aside from managing the environment art team I still created a large amount of content which included shader and texture creation, environment lighting, cinematic lighting, modeling, worldbuilding, collision, performance optimization and polish work for my own work as well as other artists' levels. I worked closely with design to come up with fun combat layouts for the multiplayer DLC as well as narrative and exploration moments in the Citadel DLC.Anthem (2013 - 2017)Mass Effect 3 DLC Citadel (2013) Mass Effect 3 DLC Retaliation (2012) Mass Effect 3 DLC Earth (2012) Mass Effect 3 DLC Rebellion Pack (2012) Mass Effect 3 DLC Resurgence Pack (2012)

    • Senior Environment Artist
      • Apr 2008 - Sep 2012

      Responsibilities throughout the project included the implementation of a modular based workflow, establishing master shaders and instances, texture creation, environment lighting, cinematic lighting, modeling, world building, collision, performance optimization, and polish work for my own work and other artists' levels. I worked closely with design and writing to come up with layouts for combat and narrative moments whilst maintaining the vision of the Art Director. I was also responsible for mentoring several of the more junior artists to ensure that standards set by myself and the Lead Environment Artist were met.Mass Effect 3 DLC Leviathan (2012) Mass Effect 3 DLC From Ashes (2012) Mass Effect 3 (2012)Mass Effect 2 DLC Lair of the Shadow Broker (2010) Mass Effect 2 DLC Overlord (2010) Mass Effect 2 DLC Kasumi - Stolen Memory (2010) Mass Effect 2 DLC Zaeed - The Price of Revenge (2010)Mass Effect 2 (2010)

    • Environment Artist
      • Jul 2005 - Apr 2008

      My main responsibilities throughout the project was shader and texture creation, environment lighting, modeling, world building, collision, performance optimizations and terrain authoring for several levels in the game.Mass Effect DLC Bring Down the Sky (2008) Mass Effect (2007)

Education

  • Pixel Blue College
    Accredited Diploma, 3D Animation & Digital Compositing
    2003 - 2003

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