💼 Environment Artist with 9+ years in game dev, credited on 2 titles and several unreleased.
🌟Skilled in 3D modeling (Blender, Maya, Max), Substance texturing, Sculpting (zBrush), and Unreal/Unity.
🌎Based in Nottingham, UK—open to remote, local studio, or relocation.
3D Environment Artist – Wardogs (upcoming release)
As an environment artist on Wardogs, I was mainly responsible for creating assets that contributed to environments and gameplay.
3D Artist – American Fugitive
Released May 2019 (PC, PS4, Xbox One, Nintendo Switch)
As a 3D Artist on American Fugitive, I was responsible for creating a wide range of in-game assets, including environments, props, and character models. My role extended to character rigging and animation, as well as setting up prefabs within Unity using custom scripts and tools developed by our programming team. Post-launch, I contributed to several updates aimed at improving game stability and adding new content.
Worked as an in-studio contracted artist. Tasked with the creation of environments and assets. Integrated well into the team's project organisation. Took responsibility for managing files created and keeping to set deadlines. Worked with other artists and regularly sought feedback from collaborating with the lead artist and producer to ensure the artistic vision in met. I worked using Unreal Engine 4 and incorporated PBR workflows.
Worked as an outsourced contracted artist to create assets including natural terrain and architecture. These assets were created using Maya, sculpted in zBrush and textured in Photoshop. For this project I worked using Unreal Engine 4 and incorporated PBR workflows.
Worked as part of a small team to create an arcade racetrack based on the city of Salzburg/ Austria using the Unity engine. I was tasked with the creation of the race tracks buildings and significant landmarks. Later on in the project I was tasked with assisting other artists and optimisation.