KartKraft, Lead Artist
2015 - 2019
As part of a small, supportive team, I have had opportunities to take on a number of different roles and responsibilities during my time at Black Delta. Much of my work has involved creating high-resolution assets with a focus on photo-realism. I have been heavily involved in all aspects of the game’s visual development, from modelling assets and designing graphical elements (HUDs and UIs), to creating realistic track environments based on real life locations.
Main Skills:
- Management
- Modelling
- Procedural Generation within Houdini
- PBR workflow
- Substance Designer
- Unreal Engine 4
- Shader creation
- Rigging
- Skinning
- Animation
- UI Design
- Graphic Design
- Effects Design
- Teamwork and communication
Tantalus, Graphic Designer
2014 - 2015
I worked as an artist on the HD remake of Zelda: Twilight Princess for the WiiU. This role involved painting high-res character and environment textures, re-modelling and upresing existing geometry and adding new details to the game.
I worked closely alongside a diverse team of artists, and we prided ourselves on bringing the game into the modern era, while maintaining the feel of a Gamecube classic.
Main Skills:
- Modelling in Maya
- Photo sourced environment texturing
- Hand painted character texturing
- Upresing environment geometry
- Team work and communication
A collection of assets from smaller projects I’ve worked on