Currently Creative Director at Inspace XR, formly Game Art Coordinator at AIE Sydney, Character Artist at HDH and freelance designer for the past 10 years working with brands like Nike, Coca-Cola, Adidas and more on interactive campaigns.
I am a passionate, driven worker with an eagerness to learn and develop my skill set. I thrive in team environments and take artistic direction well whilst striving for efficiency in my work. As a keen gamer for many years I hope to provide compelling and immersive gameplay experiences in the console and PC markets and help create some of the definitive memories I cherish from my childhood.
After working in the advertising industry as a front-end web developer and graphic designer for a few years, I decided to follow my passion for video games. I'm a very technical minded individual and subscribe to the "measure twice, cut once" approach to preparation and planning. I aim to see my tasks as part of a bigger picture, and am capable of framing my work objectively.
To follow my work or see my progress on a project look out for my Facebook page Art of Fear, or email me at email@example.com
Head of content and creative direction. Lead of our special projects group focusing on bringing useful applications of AR, VR and MR to the market for corporate clients.
January 2017 - Present: Game Art Teacher, 2nd year Game Art coordinator
Coordinating the 2nd year Game Art faculty in Sydney, we are constantly evolving our content and resources to best represent the current practices used in our local industry and abroad. Keeping in the loop with potential employers and ensuring our students have access to the most relevant resources.
2nd year Game Art builds upon the general skills of our 1st year program and steps into more specialized areas of Real-time art. Covering procedural content generation (Houdini & Substance), to in-engine tasks such as Level composition, environmental storytelling, VFX, Lighting, and scene optimization. Moving between environment and character projects, our students have a great understanding of the larger content production pipeline for video games, real-time sim and visualization and VR applications.
Feb 2016 - December 2016: VFX/Animation Teacher
Training first year art students in 3D production pipeline, including tools such as: Maya, ZBrush, Mari, Photoshop, Pixar Renderman, Arnold and others.
At AIE we instruct students through a curriculum designed to cover the fundamentals of: 3D asset pipelines, lighting & rednering, pre-production & post-production, teamwork, realistic texturing & rendering, game asset pipelines and level layout, animation (including 12 principles and lip-sync), as well as a host of project based assessments.
Character artist, technical art work within Unreal Engine 4. Developed art tools, robust master materials and pipeline for other artists on the team.
Worked primarily on art for Moloch's Last Minions, a debut hack'n'slash title for Hand Drawn Heroes.
Also, developed website and marketing assets, acted as Product Owner for AGILE workflow.
As a contact web developer on the interface and front-end team I helped develop and maintain interactive and intuitive UI systems for multiple clients, including: Coca-Cola (Amatil), Nike, Adidas.
I specialized in JQuery and responsive menu management across multiple platforms.