Trackside (2016-Current) - PC, TV Broadcast - Tabcorp
3D Artist artist responsible for creating all models and textures for props/environment assets from real world references
Responsible for designing and building levels to replicate various racetracks found in Australia
Created Blueprint tools that manipulate the placement of assets to allow faster iterations for level design
Provided Unreal engine 4 consulting and training
Police 1013 (2015-2016) - PC, Xbox, Playstation - Wingman Games
Prop/Environment Artist responsible for creating models and textures for criminal weapons, environment, and prop assets from photo references
UE4 Artist responsible for creating Blueprint tools for the Level Designers to use
Project Usagi (2014 - 2016) - PC - Solo
Designed, prototyped, built, and optimised playable massive open world fantasy environments
Self created almost all of the assets, including Character/Monster animations, 3D meshes and textures, soundtrack, materials and shaders
Animation Montages and State Machines
Realtime 3rd person Battle System
Heavily modified inventory and day/night system to suit the game's needs
Modular Character system
Composed the soundtrack for the game
Treasure Hunter (2014) - Mobile - 99% Studios [Cancelled]
Created stylised 2D art assets for mobile platform
In charge of prototype gameplay design
Saturation (2013) - PC - 99% Studios
Designed, prototype, and built levels and environments that were used in final product
Created 3D art assets such as props and environment meshes
Technical artist responsible for the painting system, particle effects and weapon scripting
Tunnel Quest (2013) - PC/Mobile - 99% Studios [Cancelled]
Technical artist responsible for handling animation assets and created the animation controller tree for the characters
Create animation rigs for monsters
Created rough prototype gameplay scripts for lead programmer
Stereotypical RPG (2011-2012) - PC - Solo
Designed, prototype, and built levels and environments with the provided assets
Created animated character sprite sheets in accordance to the art style
Responsible for the quest system
Art Asset Creation
Experienced in prototyping and building environments from scratch to completed product.
Prototype the map's layout to fit design and composition purposes.
High and low polygon modelling, texturing, creating PBR shaders/materials, lighting setups and post-processing.
Modular characters that have interchangeable armour, hair, etc.
Experienced at quickly creating base animations that can be used for prototyping.
Create simple animation rigs for humanoid or non-humanoid characters.
Technical / Optimisation abilities
Strong understanding of optimising levels and assets for PC's and mobile devices.
Blueprint Scripting (UE4)
Create gameplay mechanics that range from real time 3D action battle systems, to simple elements such as interactable doors and lights
Create In-Editor tools for artists to use to quickly iterate level designs, such as procedural mesh spawning, mesh placement blueprints
Working in SCRUM
Familiar in working in an agile sprints framework
Unreal Engine 4 (Highly Proficient)
Art Asset Creation
Maya (4+ years)
Bachelor of Games and Interactive Entertainment, Queensland University of Technology (2011 - 2013)
3D Animation 2 (High Distinction)
Virtual Environments (High Distinction)
Real-Time 3D Computer Graphics (Distinction)
Music and Sound Production