Thursday, 2 August 2018

Game Environment/Props - "Outpost"

A small personal project to practice PBR workflow. Starting with a low poly mesh from Max into Zbrush. Baked and textured in Substance Painter. Imported into Unreal Engine 4 for presentation video and screenshots. Composed the soundtrack and added sound fx. Final edit in Premiere.
This piece was originally inspired by this Warcraft style concept I came across online -

Stylized Wood Floor - Substance Designer

Saturday, 24 December 2016

Asphalt Xtreme - Gameloft

Asphalt Xtreme - Gameloft

Working as part of the Asphalt Xtreme team my duties included -
Track creation
Asset Creation
Collision Mesh creation
Greybox Creation and Testing

see here for more images --

Thursday, 17 December 2015

Gods of Rome (iOS/Android) Gameloft

Role on this project - Senior Environment Artist/FX Artist
Released 17/12/2015

Friday, 26 September 2014

Asphalt Overdrive (iOS) Gameloft

Released 22nd September 2014
Role on this project - Senior Environment Artist

Saturday, 14 September 2013

Asphalt 8 : Airborne (iOS) Gameloft

Asphalt 8 : Airborne  (iOS) Gameloft now available.

Role on this project : Senior Environment Artist.
Modeling , texturing, placement.

Saturday, 27 October 2012

Real Football 2013 (iOS)

Real Football 2013 from Gameloft now available.

My role on this project - Senior 3d Artist

My duties on this title included -

Modelling, texturing, lighting and rendering 3d assets using 3ds Max, Vray and Photoshop.

Real Time Stadiums.
Pre - rendered assets for the City.
UI loading screens.
Selection Screens.
Team kits.
Player Cards.

Below- 3ds Max screenshots of  two of the stadiums I worked on, showing the 3 lighting setups, Day, Cloudy and Night. --

Below- Pre-rendered City view -  (worked on by all the art team in some capacity. I provided models, textures and renders for many of the assets)

Wednesday, 11 January 2012


Software - Maya/Mental Ray/Photoshop


Monday, 12 December 2011


Software - Maya/Mental Ray/Photoshop

More Renders - 


Thursday, 16 June 2011

THQ - Warhammer 40k Kill Team

Released July 2011 .
My duties on this project included -

Creating Environment Art from provided concept images.
Prototyping and implementing Lighting System using Mental Ray.
Creating Havok animations.
Creating Havok destroyable objects.
Creating Particle systems.
Gameplay scripting.
Creating Benchmark assets/lighting for outsourcing companies.
Integrating outsourcing assets into game.

Below - From concept to game..

Art supplied by concept team
My completed 3ds Max Model
Final model in game
Walkway I created to help define the visual style for part of the game.
Tileable Ork corridor- in game screenshot
Tileable Ork corridor - 3ds max screenshot

Wednesday, 15 June 2011

Game Environment - 3dsMax/Zbrush/Mudbox/Photoshop/Mental Ray

Washington Buildings

Created for a cancelled project at Juice/THQ. 3dsMax/Photoshop.
Rendered with Mental Ray.