SENIOR 3D ENVIRONMENT ARTIST
FRONTIER DEVELOPMENTS (CAMBRIDGE, UK)
May 2010 - Present
Frontier is a wonderful place to work and I've enjoyed a wide range of opportunities here. I am best known for my problem solving skills, my self-reliant, pro-active approach and high level of communication skills. (Prominently through the use of documentation and cross-discipline interactions.)
REBELLION (DERBY, UK)
2008 - 2010
This was my first Studio job and one I thoroughly enjoyed with a team of about 40 fantastic peers. I learnt the ropes of game art development on Shellshock 2 and Rogue Warrior before the studio closed it's doors at the beginning of 2010.
1999 - 2008
I have a wide breadth of previous job experience ranging from call centres, retail, pubs, sports stadiums waitressing and bar work (lots of fun!) I spent 2 years as a Pool Life Guard in a hotel and was also a Trainee Scuba Diving Instructor, once upon a time. I like to think that these experiences helped to develop my work ethos and that the variety of skills gained have supported my progression into becoming a well rounded, pro-active and forward thinking team player.
Jurassic World Evolution, Complete Edition // 2020
Worked with a team of 11 artists to completely remake this game + all DLCs for Nintendo Switch. My role was to listen to requirements and concerns from Game Direction and Leads, quantify the workload and get the job done to a high quality finish.
Planet Zoo // Nov 2017 - present
I work closely with Code, Tech Art, Design and Production to prototype and develop multiple features and workflows for Planet Zoo. This includes; Habitat Boundary Walls, Animal Food and Feeders, Facility Building Interiors and Exhibits. I also fulfil general art tasks as and when I can!
Elite Dangerous // 2013 - 2017
I created multiple spaceship cockpits including the Imperial Clipper, Cutter, Fer De Lance and others. Liaising regularly with Art Direction, Concept, Game Design and UI, I developed and implemented the Art side of the Vanity Camera system, Multicrew and monitised content for cockpits. Was dubbed 'Cockpit Queen' by my peers!
Coaster Crazy // 2011 - 2012
General art tasks to include developing fun, stylised assets and level based terrain. I worked effectively to tight budget restrictions (mobile game). Standard tasks included material creation, collision meshes, LODs, good naming conventions, clean working practices.
(GOOD WORKING KNOWLEDGE)
Maya, Substance Painter, Zbrush, Frontier In House Tools, Tortoise SVN, Hansoft, Jira
(LESS OFTEN/ PREVIOUSLY USED)
Substance Alchemist, Substance Designer, 3ds Max, Mudbox, Marmoset, Perforce, UE4
Ice skating, Yoga, fitness, developing art skills, games (shooters, skill, racing, logic, puzzle... the list goes on!) Also, nature, generally being outdoors, learning French.