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CURRICULUM VITAE - VIDEO GAMES

Codemasters (20002005)

  • Pro Race Driver

  • Colin McRae Rally

 

Guerrilla Games (20052008)

  • Killzone Liberation

  • Killzone 2

 

Rocksteady Studios (20092016)

  • Batman: Arkham City + DLC

  • Batman: Arkham Knight + DLC

  • Arkham VR

EA - Ghost (20162020)

  • Need For Speed: Payback

  • Need For Speed: Heat

EA - Motive (2020)

  • Star Wars Squadrons

EA - DICE (20202021)

  • Battlefield 2042 + DLC

EA - Vancouver (2022now)

  • Procedural Terrain Documentation

  • Training: Terrain Tech For Teams

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EXPERIENCE

Over the last 25 years, I have worked as an Environment Artist (World Builder / Terrain Specialist) at Four 'AAA' studios (on more than fifteen projects). My experience has included the following aspects:

WORLD BUILDING

  • Modelling & Texturing

  • Architectural Concepts

  • Modular building construction

  • Sculpting Terrain & Painting Mask

  • Procedural Terrain Setup

  • Designing Roads & Race Tracks

  • Scene Management

  • Photo Scanning

  • Scene Optimization & Bug Fixing

  • Documentation & Outsourcing

  • Destruction / Physics Setup

  • Designing Editor Tools

SOFTWARE

  • 3DS Max

  • Maya

  • Substance

  • Photoshop

  • Gaea

  • Metashape + Delighter

  • X Normal

  • SpeedTree

  • Z-Brush

  • Unreal 3,4,5

  • Frostbite 2016-2022

  • Perforce

PORTFOLIO

Procedural Terrain - Frostbite

I set up this forest scene with one other artist to demonstrate procedural workflows. The terrain itself was sculpted using basic mesh deformers and effect filters, to quickly make large areas of gameplay. Assets like rocks and trees were then either placed by hand or populated over large areas using masks (generated and painted). Each asset uses geometry and a set of masks to control terrain, textures and scatter, to automatically populate and iterate large, highly detailed scenes in a short time.

What I worked on:

  • Procedural set up for rocks and trees

  • Tree trunks (Photoscanned x4)

  • Tree Tops (Speedtree x4)

  • Knotweed scatter (Photoscanned)

  • Pine Needle scatter (Photoscanned)

  • Pine Needle Texture (Photoscanned)

  • Other Foliage assets were imported from Megascans and tweaked

Need For Speed: Heat

I was one of five "World Builders" on this project, working at Ghost Games in Gothenburg, Sweden. This was one of 8 races that I designed and built for my area of the map (financial district of the city). My responsibilities were designing the map, terrain sculpting, making roads, green spaces, race routes, sidewalks and scene management (placing foliage, walls, barriers, assets etc.). I chose which buildings would be used from Miami, and designed other buildings around the race routes.

 

Batman: Arkham Knight DLC

Working closely with a designer, I was the sole artist to work on this Tumbler level. It featured a mix of assets from the main game and bespoke pieces specifically for this level. I also came up with ideas for the animations with the helicopter throughout the level. It involved a lot of play testing to make sure the game played well with the art assets & destruction, as well as making sure the art quality was spent where you would see it the most. This was a short but highly enjoyable project to work on.

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