
Environment Art Manager & Artist, Physics/Destructable Objs, & Technical Artistry
London, United Kingdom

Environment Art Manager & Artist, Physics/Destructable Objs, & Technical Artistry
London, United Kingdom
From a background in educational, multimedia, and home-grown games development, I now have 12+ years full time development experience (plus another 6 years previously) working on over 18 game titles, and over 26 published products overall.
With extensive experience in creating & designing game environments across multiple generations of gaming hardware and genres, I now specialise in art team management (internal or outsourced), art pipelines, environment art, effects art, and the creation of interactive scenics (including physics & heirarchies).
3D Poly-modelling (environments & scenics) (Max, Lightwave, Maya)
Destructible and Interactive objects (modelling & physics)
Bitmap Graphics, 4-32Bit (DPaint, Photoshop). Vector Graphics (Artworks, Xara Studio)
High & low level game design - across many genres.
Tools design & environment art workflow, clean work practice.
Location research & resource photography.
Art team management, outsourcing, tech docs, review process.
Creative legal issues, dynamic advertising integration.
(Computer Games industry)
May 2008 — Present (1 year 8 months)
Previously 'Blimey! Games', aquired in January 2009 and re-launched as 'Slightly Mad Studios Ltd'.
Console & PC Games Development Studio, specialising in AAA Racing Titles.
- Currently working on exciting new projects!
- Need For Speed: SHIFT (PS3, XBox360, PC) - Electronic Arts 2009, UK #1
Environment Art Manager & Artist (Production, creative and legal environment art liason between Directors, Producers, Publishing, Dynamic Advertising companies & dev team. Day to day management & scheduling of a team of 20 remote & office based staff. Environment art direction and design, environment modelling, texturing & game data. Interactive & physics objects, Location reference & track design, liason between art & code teams, workflow & tools design, PR - online & press)
(Computer Games industry)
February 2008 — May 2008 (4 months)
Previously 'Blimey! Games', aquired in January 2009 and re-launched as 'Slightly Mad Studios Ltd'.
Console & PC Games Development Studio, specialising in AAA Racing Titles.
- Need For Speed: SHIFT (PS3, XBox360, PC) - Electronic Arts 2009, UK #1
Environment & Technical Artist (environment modelling & texturing, Interactive & physics objects, Location & track design, location reference, liason between art & code teams)
- Next-Gen racing IP (Unreleased) - unpublished 2008
(Working with a major real world car brand this is a simulation racer allowing players to experience every car model ever created by this unique marque)
Environment & Technical Artist (environment modelling & texturing, Interactive & physics objects, GUI and front-end design & creation, liason between art & code teams)
(Computer Games industry)
May 2003 — January 2008 (4 years 9 months)
Formerly 'Criterion Games', aquired in June 2004 by Electronic Arts.
- Burnout 5: "Paradise" (PS3, XBox360) - Electronic Arts 2008, UK #1
Technical Artist (art & code liason, workflow & tools design, daily team support), Environment Artist (Interactive & physics objects), Outsourcing asset briefs, reviews, technical documentation and team support.
- Black (PS2, Xbox) - Electronic Arts 2006, UK #1
Technical Artist, Environment Artist (modelling, texturing, and authoring live interactive scenery and explosive objects).
- Burnout 4: Revenge (PS2, Xbox) - Electronic Arts 2005, UK #1
Location & track design, location reference, environment modelling & texturing, technical artist (support, tools design & implementation, liason between art & code teams).
- Burnout 3: Takedown (PS2, Xbox) - Electronic Arts 2004, UK #1
Track design, location reference & resource photography, environment modelling & texturing.
(Privately Held; 51-200 employees; Computer Games industry)
June 2001 — May 2003 (2 years )
Formerly 'Interactive Studios':
- 2x unreleased projects (Gamecube, Xbox, PS2, PC) - Lead Artist, environment modelling, texturing, & design.
- Cubix: Showdown (Gamecube & PS2) - The 3D0 Company & Blitz Games 2002 - Designer, environment modelling, texture artist.
- Mummy Returns (PS2) - Vivendi Universal Games & Blitz Games 2001 - Environment modelling, cinematic cutscene authoring, PR (Vivendi Universal E3 stand staff, TV, online & press).
- Taz Wanted (Gamecube, PS2, Xbox, PC) - Infogrammes, Warner Bros. & Blitz Games 2001 - Environment modelling.
(Computer Games industry)
August 1997 — June 2001 (3 years 11 months)
- Chicken Run (PlayStation, Dreamcast, PC, Gameboy) - Eidos Interactive, Aardman Animations, & Blitz Games 2000 - Team Lead (both code & team sides), External Liason with Eidos & Aardman, PR (press, online, & TV), scheduling, design, environment modelling.
- PlayStation Glover (Sony PlayStation) - Hasbro Interactive, Atari, & Blitz Games 1999 - Lead Art, Team Lead in charge of conversion (both code & art sides), additional design, outsourcing managment, scheduling, PR (online & press).
- Glover (Nintendo 64, PC) - Hasbro Interactive, Nintendo, & Blitz Games 1998 - Environment designer, modelling, additional texturing, editing & playtesting, PR (online & press).
(Computer Games industry)
April 1996 — May 2001 (5 years 2 months)
- Overload (Acorn RISC OS Machines) - Paradise Games 2001 - Designer, Bitmap & 3D artist, team lead, co-ordination, packaging, & PR (trade shows, online & press).
- Inferno (Acorn RISC OS Machines) - Paradise Games 1997 - Designer, Bitmap artist, team lead, co-ordination, packaging & PR (trade shows, online & press).
(E-Learning industry)
June 1991 — August 1997 (6 years 3 months)
Small software studio specialising in pre-school interactive educational software on PC, Apple Mac, Acorn RISC OS Machines, and web based.
2D bitmap graphics, presentation & design, PR (trade shows):
- Flight Path (1997)
- Sound Start (with Simon & Schuster publishing) (1996)
- Ancient Egyptians (with Anglia TV / Multimedia) (1995)
- Smudge The Scientist (1994)
- Smudge The Spaniel: First Words with Smudge (1993)
- Smudge The Spaniel: Starting With Numbers (1992)
- The Christmas Adventure (1991)
- Round The World Yacht Race (1991)
(Privately Held; 5001-10,000 employees; Computer Software industry)
August 1995 — August 1996 (1 year 1 month)
A 12-month industrial placement in the AA's Paper & Digital Publishing Division.
Working initially as an artist & Macromedia Director programmer on prototype GUIs for CD-Rom products & in-car navigation, graphics for published PC software and the AA's own website, I soon moved as a full time programmer onto a broadcast television graphics project - bringing together the areas of AA Cartography, AA Multimedia, AA Roadwatch, and an external TV company.
Roadwatch TV Graphics delivered an animated Traffic & Travel map (much like TV weather forecast maps) to Cable TV viewers in and around London, Bristol, and Birmingham.
My responsibilites included the overall design, liason between the major areas involved, programming the presentation & delivery system for the TV presenters, building the hardware system, and installing the hardware in TV studios.
(Computer Games industry)
June 1993 — June 1996 (3 years 1 month)
- Unreleased project - (Acorn RISC OS Machines) - 1995
Design, Team Lead, Lead Artist.
- Burn 'Out - (Acorn RISC OS Machines) - Oregan Software 1994 - Design, Team Lead, Lead Artist, Packaging, PR (online, press, & trade shows).
- AppleFS - (Acorn RISC OS Machines) - Oregan Software 1994 - Logo & Packaging design, PR (press, & trade shows).
- PhotoTouch - (Acorn RISC OS Machines) - Oregan Software 1994 - Logo & Packaging design, PR (press, & trade shows).
- Sally & Wally - (Acorn RISC OS Machines) - Oregan Software 1993 - Additional Bitmap Art, Design, PR (press, & trade shows).
- Magnetoids (Acorn RISC OS Machines) - Oregan Software 1993 - Additional Bitmap Art, Logo Design, PR (press, & trade shows).