– Hands-on VR and Unreal Engine experience solo-developing a flight game project. The project reached a fairly complex prototype stage with numerous systems and features in place — a substantial exercise in real-time development and immersive user experience. – Art Director at Ubisoft RedLynx (2016–early 2020) on a PC/console driving game. Led a team and contributed hands-on, shaping the visual identity of the project and bringing creative ideas beyond the visual domain. Also produced numerous internal marketing assets — videos and animations. Fostered a positive team atmosphere that kept the art team productive and motivated through evolving project targets. – Nine years at Blur Studio, California (2003–2012), creating game cinematics and trailers for franchises like Star Wars and Halo Wars. For several years in a senior CG Supervisor role — combining art direction, team and project management, and direct hands-on production work in both 3D and 2D. – Over a decade of freelance practice (2012–2016 and 2020 to present) running a one-man studio: direct client relations, project ownership, and the broad creative and practical responsibilities that come with working independently. – Ability to fluently collaborate across disciplines and pick up complex subject matter quickly. In my visualisation work I work with engineers, designers and marketing — at Bluefors, for example, getting up to speed on their technology to create conceptual presentations that hold up technically and communicate clearly to broader audiences. I want to know how things work. – Have comfortably switched between the role of creative driver and leader, and realizing and supporting someone else's vision and direction. – I am an industrial designer by education, but I also operate a family farm. I can weld a little and I'm not very scared of cattle.

heikki anttila

– Hands-on VR and Unreal Engine experience solo-developing a flight game project. The project reached a fairly complex prototype stage with numerous systems and features in place — a substantial exercise in real-time development and immersive user experience. – Art Director at Ubisoft RedLynx (2016–early 2020) on a PC/console driving game. Led a team and contributed hands-on, shaping the visual identity of the project and bringing creative ideas beyond the visual domain. Also produced numerous internal marketing assets — videos and animations. Fostered a positive team atmosphere that kept the art team productive and motivated through evolving project targets. – Nine years at Blur Studio, California (2003–2012), creating game cinematics and trailers for franchises like Star Wars and Halo Wars. For several years in a senior CG Supervisor role — combining art direction, team and project management, and direct hands-on production work in both 3D and 2D. – Over a decade of freelance practice (2012–2016 and 2020 to present) running a one-man studio: direct client relations, project ownership, and the broad creative and practical responsibilities that come with working independently. – Ability to fluently collaborate across disciplines and pick up complex subject matter quickly. In my visualisation work I work with engineers, designers and marketing — at Bluefors, for example, getting up to speed on their technology to create conceptual presentations that hold up technically and communicate clearly to broader audiences. I want to know how things work. – Have comfortably switched between the role of creative driver and leader, and realizing and supporting someone else's vision and direction. – I am an industrial designer by education, but I also operate a family farm. I can weld a little and I'm not very scared of cattle.

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