I have 7 years experience in the games industry creating environments, props, and characters for stylised games. If you need help taking your designs from block out to high quality realised art, I’m the artist for you.
I have worked with interdisciplinary teams to deliver high quality game assets with a focus on emergent play and memorable experiences. My skills are in tackling the realisation of art direction not just with 3D modelling, but material design and efficient workflows. One size rarely fits all, and when seeking to consolidate resources on a project the needs of the particular project must be considered first and foremost.
I enjoy exploring the potential for emergent play and narrative depth in design to create memorable experiences. Whether I find inspiration in video games, books, history, or films, my work is driven by a love for creating eye-catching and communicative art which ignites the imagination. My curiosity drives me to learn and improve, finding where my limits lie and resolving to push past them.
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[You can find my portfolio for Junkster here](https://www.twine.net/signin
[You can find the Steam Page here](https://www.twine.net/signin
Junkster is a 3D action platformer with an awesome building mechanic. Plucky, little construction bot, UM-13 has crash-landed on a dangerous junkyard planet. Armed only with his trusty robo-wrench, Um must repair his ship and recover his lost cargo of precious human artifacts.
I led development on the environments for Junkster, designing and integrating a new modular workflow for the team. This workflow allowed the small team to maximise our production, creating larger levels in shorter time than we were able to previously by creating large libraries of buildable assets.
This experience proved invaluable in creating the building blocks for Junkster, as we were able to co-opt many of the design and production principles to similar effect.
Alongside these primary responsibilities, I was also part of the tech art team that build and maintained Junkster’s materials. Using Unreal Engine’s material graphs, I worked closely with my partner and the Art Director to realise the artistic vision of the project with affordable and effective materials.
[You can find my portfolio for Island Saver here](https://www.twine.net/signin
[You can find the Steam Page here](https://www.twine.net/signin
*A group of amazing islands need your help! Horrid plastic waste has washed up and you need to sort it out with your trusty Trash Blaster! But look out for the Litterbugs. They love mess and they’re out to muck things up. *
Working on Island Saver, I collaborated closely with the design team to create the many interactive and non-interactive plants of the islands. Many of the plants in Island Saver are associated with a particular Bankimal (piggy bank animal), and the visuals for each had to boldly reflect this through design alone. This allowed me to explore lots of fun and bizarre concepts before turning them into realised 3D assets.
Similarly, the various machines and robots the player finds and builds on the islands were also my design. These are some of the primary avenues through which Island Saver teaches banking to it’s audience, and while few look truly close to their real-world counter parts, the designs are ultimately driven by the goal to reflect their nature.
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