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FRONTIER DEVELOPMENTS

Principal & Lead Artist

2010 - PRESENT

My various roles and responsibilities at Frontier have led to many successes:

•  Planning and implementing brand new game features, liaising with Game & Art Direction, Code & Tech Art.

•  Leading a team of artists to optimize all game assets for PC to Nintendo              Switch port.

•  Chosen to seek out, review and fix issues on a major title.

•  Consistently meeting deadlines across multiple projects and highlighting any      anticipated challenges to Production/ relevant parties.

•  Revival of fragile communications and workflows between inhouse and                Outsource partners.

•  Advocating best working practices, structures and processes, in order to            improve Artist benchmarks and efficiencies.

•  Holding weekly high-level meetings between Art, Tech Art and Render.

•  Consistently documenting (and keeping others in the habit of documenting)        workflows and processes.

•  Maintaining high quality output within both my Art and Pipeline teams.

•  Creating a wide range of in game art assets, all to high standard and                  technical proficiency.

•  Mentoring, encouraging and demonstrating best practices to younger team        members.

REBELLION (DERBY)

2008 - 2010
•  Worked with Design, Art Direction & Animation on 2x FPS’s.
•  Created assets and worked in editors.

•  Learnt the foundations of my craft.

Environment Artist

RELEASED GAMES

Career History

F1 Manager 23 // April - November 2023

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PRINCIPAL AND LEAD PIPELINE ARTIST

Returning from maternity leave, I hit the ground running by finding and providing my Pipeline team with work that interested them as well as getting the Art teams' views on what tools and processes could be developed further to help improve their efficiency. The Pipeline team effectively enabled Art teams via documentation, communications and improvements to the Art disciplines working tools and in game test environments. I was regularly in touch with Executive Production regarding various areas of planning, whilst my team was excelling at developing best practices and becoming experts within a range of technical fields.

F1 Manager 22 // 2021 - 2022

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LEAD LANDSCAPE + PIPELINE ARTIST

I wore many hats on this game. Firstly, I identified areas that could be improved and helped push the project forwards. From this, I quickly became Lead Landscape Artist, responsible for the look and feel of anything landscape related and with a growing team, laid out the approaches for creating various circuit based elements. Later, I transitioned to Pipeline where I helped to deal with structural issues and worked directly with Outsource on major elements of the project.

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Jurassic World Evolution, Complete Edition //  2020

LEAD ENVIRONMENT ARTIST

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. We hit the project deadline to the day, without introducing a single new bug to the game.

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Planet Zoo // Nov 2017 - 2021

SENIOR ENVIRONMENT ARTIST / AREA LEAD

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!

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Elite Dangerous // 2013 - 2017

SENIOR ARTIST

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!

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Zoo Tycoon // 2013

ARTIST

Mostly developed animal enclosures but was focused heavily on animal navigation meshes and working up interesting boundary lines. Provided, maintained and implemented work from an external artist.

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Coaster Crazy // 2011 - 2012

ARTIST

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.

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Kinect Disneyland Adventures // 2010-2011

ARTIST

Creation of assets for multiple 'ride' levels including Alice in Wonderland, Matterhorn Bobsleds, Pixie Hollow, The Haunted Mansion and Peter Pan's Flight. Lots of variety in terms of art styles and game play requirements.

ADDITIONAL INFORMATION

Applicable Skills

SOFTWARE
(GOOD WORKING KNOWLEDGE)

Maya, Substance Painter, Zbrush, Frontier In House Tools, Tortoise SVN, P4v, Hansoft, Jira, Confluence, Unreal Engine 4 and 5.

SOFTWARE
(LESS OFTEN/ PREVIOUSLY USED)

Substance Alchemist, Substance Designer, 3ds Max, Mudbox, Marmoset

PERSONAL INTERESTS

Being a Mum, Pilates/ general fitness, developing art skills, games - (shooters, racing, puzzle) Also; nature, generally being outdoors and learning French.

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