Currently Expert Material Artist at Sledgehammer Games
3+ years Senior Material Artist at PlayStation Studios Visual Arts
4 years Senior Texture Artist at Ubisoft Toronto
1 year Senior Environment artist at Reagent Games for Crackdown 3 multiplayer
2 years Environment artist Chronicle
https://www.rschronicle.com/
4 years Environment artist RuneScape
http://www.runescape.com/
1 year Artist internship at Recursion Games in Beijing
My time on Far Cry has been excellent in a more specialised role for the team.
Tasked with helping fill out the texture library for the object bank team, ive created a plethora of textures from foods to tillable wooden and brick walls for buildings, decal atlas's and many other various objects. Some of the more complex budgeted assets due to the open world nature and restrictions were also tasked for me to explore in how to create.
Upon this I've helped heavily in material blending to bring the buildings and objects to life as well as guiding the team and outsourcers in more efficient workflows.
I also did decal passes on many of the buildings and assets, with some featured in the portfolio side of my page, but there was literally hundreds to maybe thousands of things I've worked on or had a helping hand with, so I cannot remember exactly everything I've touched!
Upon this I also spent time optimising textures, combining down and remapping assets to help reduce the overall size and improve the texture budgets with regards to our shader limitations.
Senior Environment Artist for Crackdown 3.
Worked on the multiplayer
As the main Environment Artist on Chronicle, having strongly guided the visual direction alongside the concept, character & UI artist, we have brought Chronicle from prototype through greenlight to Open Beta release.
Upon creating almost all the props, sculpts and environments I have mentored upcoming artists through the entire workflow to fully create a full Chronicle environment.
As the main environment artist on Chronicle joining the team during prototyping, I helped guide the visual direction of the game, sticking as close to the brief as I could. 'To push every visual aspect but retain the RuneScape feel'.
I have created almost all the props, landscapes, environments, sculpts and textures for the environment side, as well as passing through all stages of the landscape development from whiteboxing through to detailing.
Working with the tech-artist we have managed to successfully employ a large amount of techniques to scale the game to run on mobile platforms from the Ipad2 through to top end gaming PC's. As a result I've also gained quite a large amount of experience into optimising for mobile platforms and techniques that are not standard in unity in order to improve performance on low end hardware.
Working as an Environment artist, I created Props, textures and landscapes for RuneScape.