Available to hire
I have an extensive career in the games industry with diverse experience across many platforms. I’m a collaborative team player, motivator, and adept problem solver who thrives in hands-on development, prototyping, and production tools.
I have a comprehensive understanding of the development lifecycle and a track record of producing tools that increase productivity and streamline workflows. I bring 110% commitment to every project and aim to inspire, educate, and elevate teams toward project success.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Language
English
Fluent
Work Experience
Game / App Developer at Self-Employed / EDYN - Gale Storm Games
February 1, 2024 - PresentDeveloped VR and mobile games/apps; implemented feature systems and game optimizations; produced promotional pitch documentation and managed social media engagement for VR/AR projects; contributed to scene/level loading improvements and tooling.
Senior Technical Artist at Zero One Studio
October 1, 2018 - October 7, 2025Led PSVR game port to VR platforms (Quest, SteamVR) and flat-screen devices; ensured seamless cross-platform asset pipelines; streamlined track/asset export and GUI tooling; migrated tools to integrated pipelines.
Software Development Contractor at Ignition Studios Pty Ltd
December 31, 2014 - October 7, 2025Specialized in rapid prototyping of diverse game designs; created prototypes for funding applications; IP development; collaborated to bring original concepts to life; used Agile methodologies to accelerate delivery.
Pixel Artist / Lead Artist at Beam Software / Melbourne House
December 31, 1992 - October 7, 2025Pixel art for Game Boy Advance titles; contributed to the visual aesthetic for a variety of games including titles such as Nicktoons Unite! and related properties; supported 3D asset pipelines overall.
Technical Art Director at Teeny Weeny Games / Perfect Entertainment
December 31, 1998 - October 7, 2025Directed technical art for multiple titles; oversaw conversion and art direction for Discworld titles; helped pioneer early industry 3D gameplay pipelines and asset workflows; maintained SGI-based tooling infrastructure.
Owner at C4 Pty Ltd
December 31, 2007 - October 7, 2025Pixel art for GBA games (Crawfish/Climax Games); produced 2D art assets and helped establish pipeline approaches for multiple projects.
Game / App Developer at EDYN - Galestorm Games
February 1, 2024 - PresentDeveloped features/systems, optimized game performance, improved scene/level load times, and produced promotional materials; created VR environment art and pitch content for Meta Quest Store; engaged in social media and marketing outreach.
Senior Technical Artist at ZERO ONE
October 1, 2018 - October 7, 2025Led development pipeline and art tooling; specialized in MAXScript, MEL Script, Maya Python, Blender Python; optimized workflows, streamlined asset export, implemented Perforce GUI integration; designed automated build/destruction and texture workflow GUI; migrated tools to Django IDE.
Senior Technical Artist at Firemint / Electronic Arts
February 1, 2012 - October 7, 2025Developed tooling for Real Racing assets and 3D workflows; built and optimized 3D toolbars; improved asset export pipelines and track creation processes; contributed to engine compatibility and production efficiency.
Technical Art Director at Teeny Weeny Games / Perfect Entertainment
December 31, 1998 - October 7, 2025Oversaw pixel art for Game Boy Advance and Mega Drive games; directed 3D cutscenes; maintained SGI-based tooling; guided transitions from PC/PS1 to Sega Saturn; contributed to art direction and visual storytelling.
Software Developer / QA at Beam Software / Melbourne House
January 1, 1992 - October 7, 2025Engaged in QA, pixel pushing, and a variety of game development tasks; demonstrated versatility and a broad understanding of the game development process.
Company Owner at C4 Pty Ltd
December 31, 2007 - October 7, 2025Pixel art for Game Boy Advance titles for Crawfish/Climax Games; games include Nicktoons Racing, Disney's Lilo & Stitch 2: Hamsterville Havoc, Nicktoons Unite, Meet the Robinsons; created 2D/3D art assets and managed client projects.
Software Development Contractor at Ignition Studios Pty Ltd
December 31, 2014 - October 7, 2025Specialized in rapid prototyping of game designs for funding; created prototypes based on IP; used agile methodologies; supported funding applications with tangible prototypes; helped bring IP concepts to life.
Game / App Developer at Self-Employed
February 1, 2024 - PresentFeature/Systems implementation, game optimisation, performance improvements, scene/level loading time improvements. Stupid Cars: port to Meta Quest, Nintendo Switch, Steam and SteamVR; art creation for VR environment; pitch document for Meta Quest Store; social media engagement.
Senior Programmer at ZERO ONE
February 1, 2024 - October 12, 2025Led PSVR game port to VR platforms (Quest, Steam VR) and flat-screen devices (Nintendo Switch, Steam) using Unity. Ensured seamless gaming across diverse platforms; demonstrated strong Unity proficiency. Managed Steam, Meta Quest, and Nintendo Lotcheck submissions and updates.
Software Development Contractor at ZERO ONE
October 1, 2018 - October 12, 2025Adidas adiVerse: led creation and maintenance of Adidas shoe exports from Hi-Res 3DS MAX to game-engine assets; integrated Autodesk Backburner and Deadline for server-side exporting and reporting. Pompeii VR: created scrambled video player with optional narration and audio ducking; 3DS MAX lat/long 360 stereoscopic frame renderer; platform: Google Play Console. Worked on Unity projects and related tooling.
Software Development Contractor at Ignition Studios Pty Ltd
December 31, 2014 - October 12, 2025Rapid prototyping of various game designs for funding applications. Focused on creating playable prototypes, IP development, and delivering tangible concepts for stakeholders.
Game Development Tutor at QANTM College/ SAE
December 31, 2014 - October 12, 2025Oversaw final year students in small team game projects; managed scope, prevented feature creep, and guided effective project management and industry practices.
Senior Technical Artist at Firemint / Electronic Arts
February 1, 2012 - October 12, 2025Senior technical artist for the Real Racing series. Created the Real Racing 3DS Max toolbar to streamline track creation and lightmap exporting; contributed to workflow optimization and cross-functional collaboration with artists.
Company Owner at C4 Pty Ltd
January 1, 2007 - October 12, 2025Pixel art for GBA games (Crawfish/Climax Games) and 3D cutscenes/assets for SSG Games. Maintained SGI workstations and oversaw asset creation and conversion for multiple platforms.
Technical Art Director at Teeny Weeny Games / Perfect Entertainment
January 1, 1998 - October 12, 2025Technical Art Director overseeing pixel art for GBA and Megadrive; directed technical art for Discworld 1 and 2; facilitated introduction of early 3D gaming platforms; managed SGI machines and conversion of PC/PS1 games to Sega Saturn.
Game Developer at Beam Software
January 1, 1992 - October 12, 2025Gained early experience across QA and pixel pushing during school holidays, contributing to a range of tasks and laying groundwork for a long career in game development.
Game / App Developer at Self-Employed
February 1, 2024 - PresentFeb 2024 - Present: Freelance work including feature/systems implementation, game optimisation, performance improvements, and scene/level loading time reductions for multiple projects. On Stupid Cars, ported the mobile game to Meta Quest, Nintendo Switch, Steam and SteamVR; created 3D environment art for VR versions; authored a pitch document for Meta Quest Store promotion; managed social media engagement. Also contributed to tableread App (features, updates, bug fixes) and maintained online presence.
Senior Programmer at ZERO ONE
February 1, 2024 - October 12, 2025Led PSVR game port to VR platforms (Quest, SteamVR) and flat-screen devices (Nintendo Switch, Steam) using Unity; oversaw Steam, Meta Quest, and Nintendo Lotcheck submissions and updates. Key contributor on Age of Empires 3: Definitive Edition pipeline, tooling (MAXScript, MELScript, Maya/Blender Python, Python), and asset export improvements; implemented PERFORCE GUI uploads/integration and automated building destruction/hierarchy system. Also drove pipeline/tooling improvements with MAXScript, Blender Python, and Python; integrated JIRA/PERFORCE/CLICKUP GUIs; migrated tooling to Django IDE; developed intuitive texture workflow GUI. Engaged in VR/AR prototyping using Unity and Three.js.
Software Development Contractor at ZERO ONE
October 1, 2018 - October 12, 2025Adidas adiVerse: Led creation and maintenance of Adidas shoe exports from Hi-Res 3DS MAX to game-engine assets for the adiVERSE virtual footwear wall; integrated Autodesk Backburner and Deadline for server-side exporting and reporting. Tools: 3DS MAX, MAXScript, Autodesk Backburner, Deadline; Pompeii VR: developed scrambled video player with narration/audio ducking; created a 3DS MAX lat/long 360 stereoscopic frame renderer; platform: Google Play Console; contributed to VR content delivery and copyright-protected video tooling.
App Developer at Self Employed
January 1, 2012 - PresentDeveloped diverse database-driven apps for iOS/Android; used Unity for cross-platform development and PHP for backend SQL connections. Notable apps include: tableread, Hey Grill Hey, Recipeezi GF, The Baby Diaries, The Pet Diaries, Rapid Reno Mate, Business Essentials, Business in Focus & Tax in Focus. Stupid Cars (formerly Manic Merge): Firebase/social integration, leaderboards, optimization. Bones Lab Panic, Euky Bear Blitz Nitz, Prawn Star.
Game Development Tutor at QANTM College/ SAE
December 31, 2014 - October 12, 20252013-2014: Oversaw final year students in small team game projects; ensured adherence to scope, managed feature creep, mentored teams, and taught industry-relevant methodologies and project management.
Software Development Contractor at Ignition Studios Pty Ltd
December 31, 2014 - October 12, 2025Rapid prototyping of various game designs for funding applications; produced functional prototypes to support IP development and investor pitches; collaborated with creative teams to showcase core gameplay mechanics.
Senior Technical Artist at Firemint / Electronic Arts
February 1, 2012 - October 12, 2025Senior technical artist for the Real Racing series. Created the Real Racing 3DS Max toolbar to streamline track creation and lightmap exporting, enhancing overall workflow and production quality; collaborated closely with artists to improve tooling and efficiency.
Company Owner at C4 Pty Ltd
December 31, 2007 - October 12, 2025Pixel art for GBA games (Crawfish/Climax Games) including Nick Toon Racing, Disney's Lilo & Stitch 2: Hämsterviel Havoc, Nicktoons Unite, Meet the Robinsons. Also created 3D cutscenes and in-game assets for SSG Games (Reach for the Stars, Warlords Battlecry) using Softimage 3D; maintained SGI workstations and oversaw conversion of PC/PS1 titles to Sega Saturn.
Technical Art Director at Teeny Weeny Games / Perfect Entertainment
December 31, 1998 - October 12, 2025Directed pixel art for GBA and Megadrive; led technical art direction for Discworld 1 and 2 (point & click adventures); oversaw introduction of early 3D gaming platforms; maintained SGI machinery and managed Tinsel engine; supervised conversion of PC/PS1 titles to Sega Saturn.
Game Developer at Beam Software
December 31, 1992 - October 12, 2025Launched professional career with QA and pixel art tasks across multiple projects during school holidays; gained broad exposure to game development processes and workflows.
Pixel Artist / Game Developer at Beam Software / Melbourne House
January 1, 1992 - October 12, 2025Early career contributing pixel art and gameplay elements for various titles; helped establish foundations in game art and asset pipelines.
Technical Artist / Art Director at Teen y Weeny Games / Perfect Entertainment
January 1, 1998 - October 12, 2025Led art direction, pixel art, and 3D asset creation; oversaw art pipelines; contributed to Discworld 1 and 2 visuals; maintained SGI workstations and Tinse l engine tooling.
Company Owner at C4 Pty Ltd
January 1, 2007 - October 12, 2025Pixel art for GBA games; managed art production for multiple titles.
Senior Technical Artist at Firemint / Electronic Arts
February 1, 2012 - October 12, 2025Senior technical artist for the Real Racing series; created workflow tools and pipelines for asset export and texture workflows; supported cross-platform deployment.
Software Development Contractor at Ignition Studios Pty Ltd
January 1, 2014 - October 12, 2025Rapid prototyping of various game designs for funding applications; produced prototypes for IP development; agile prototyping; supported funding through tangible prototypes.
Software Development Contractor at Zero One
October 1, 2018 - October 12, 2025Led Adidas adiVERSE exports and related tooling; VR/AR prototyping; cross-platform asset export pipelines; contributed to platform submissions and tool GUI enhancements.
Game / App Developer at Self-Employed (EDYN - Gale Storm Games)
February 1, 2024 - PresentDesign, development, and optimization of games/apps across VR/AR and mobile platforms; asset creation and production tooling; social media engagement and promotion.
Game / App Developer at Self-Employed
January 1, 2012 - PresentDeveloped diverse database-driven apps; cross-platform Unity development for iOS/Android; managed features, updates and bug fixes; led social media engagement and project promotion; contributed to Stupid Cars port and tableread App enhancements.
Senior Programmer at ZERO ONE
February 29, 2024 - October 19, 2025Led PSVR game port to VR platforms (Quest, SteamVR) and flat-screen devices (Nintendo Switch, Steam) using Unity; ensured cross-platform compatibility and submitted updates to Steam, Meta Quest, and Nintendo Lotcheck. Contributed to Age of Empires 3: Definitive Edition tooling and asset pipelines; developed asset export and automation tooling with MAXScript, MELScript, Maya/Python, Blender/Python; built GUI integrations (JIRA/PERFORCE/CLICKUP) and migrated tools to Django IDE (PyCharm). Participated in VR/AR prototyping using Unity and Three.JS.
Software Development Contractor at ZERO ONE
October 1, 2018 - October 19, 2025Led Adidas adiVerse asset pipeline, exporting Hi-Res 3DS Max assets to game engines; integrated Autodesk Backburner and Deadline for server-side exporting/reporting; contributed to Pompeii VR and other VR projects.
Software Development Contractor at Ignition Studios Pty Ltd
December 31, 2014 - October 19, 2025Rapid prototyping for funding applications; created prototypes for original IPs to assist funding; collaborated with teams to demonstrate core gameplay mechanics and IP concepts.
Game Development Tutor at QANTM College / SAE
December 31, 2014 - October 19, 2025Oversaw final year student projects, ensured scope adherence, managed feature creep, and guided project management practices; provided mentorship on industry methodologies and best practices.
Senior Technical Artist at Firemint / Electronic Arts
February 1, 2012 - October 19, 2025Created the Real Racing 3DS Max toolbar to streamline track creation and lightmap exporting; improved workflow and tooling for artists; collaborated across teams to enhance production efficiency.
Company Owner at C4 Pty Ltd
December 31, 2007 - October 19, 2025Pixel art for GBA games; 3D cutscenes and assets for SSG Games; directed visual style and asset production.
Technical Art Director at Teeny Weeny Games / Perfect Entertainment
December 31, 1998 - October 19, 2025Led pixel art for GBA and Megadrive; directed technical art for Discworld 1 and 2; oversaw early 3D platform introductions; maintained SGI workstations and oversaw game asset conversion.
Game Developer at Beam Software / Melbourne House
December 31, 1992 - October 19, 2025Gained broad experience across QA, pixel pushing, and various game development tasks during early career.
Education
BSc, Major in Computers at University of Melbourne
January 1, 1988 - January 1, 1991Bachelor of Science: Major in Computers at University of Melbourne
January 1, 1988 - January 1, 1991Bachelor of Science in Computers at University of Melbourne
January 1, 1988 - January 1, 1991BSc in Computers at University of Melbourne
January 1, 1988 - January 1, 1991BSc at University of Melbourne
January 1, 1988 - December 31, 1991Bachelor of Science in Computers at University of Melbourne
January 1, 1988 - January 1, 1991Qualifications
BSc in Computers
January 1, 1988 - December 31, 1991Industry Experience
Gaming, Software & Internet, Media & Entertainment, Education, Professional Services
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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