English video game artist and developer living in The Netherlands. With a broad 3D-oriented development skillset built up over the past 20+ years of experience.
I'm focused on weapon art, cosmetic item production (skins / customization) and environment art (props, hard surface, materials).
Key skills:
▪ High fidelity hard surface model design and production to current standards.
▪ Significant high quality cosmetic item production expertise.
▪ Modular optimized hard surface environment prop set production.
▪ Gameplay-oriented level prototyping / blockout / greybox
▪ Broad interdisciplinary game production experience.
Daily Use:
▪ Photoshop - 22 years
▪ Blender - 13 years
▪ Godot Engine - 6 years
▪ Substance Painter - 5 years
Other Experience:
▪ Source Engine / idtech-derivative engines - 15 Years
▪ Valve Hammer Editor - 15 Years
▪ Glitch Engine - 7 Years (The GD Studio)
▪ Unreal Engine- 4 Years
I was brought onto Diabotical Rogue full time at the beginning of 2022 to take responsibility of weapon cosmetics production for the project and subsequently also model some additional weapons for the roster as the gameplay and updates required some additional weapons.
I also produced a large amount of environment props and materials during Diabotical Rogue's early development whilst continuing to work on a few updates to the original Diabotical. The Glitch Engine underwent a significant overhaul between the two titles so a good amount of this work was part of pre-production and exploratory.
After the release of Diabotical in September 2020 I was re-hired to create the majority of the Battlepass items for seasons 3, 4 ,and 5, authoring over 170 cosmetic items.
I was recommended to The GD Studio as a level designer and playtester on Diabotical at the end of 2017 through an industry contact. I designed a few layouts that became incorporated into official maps. Before long I got to grips with the Glitch Engine and started authoring props and materials for environments and was hired to continue doing this, along with arting and lighting official maps.
I authored all of the props and materials for the Sport, Steampunk and Snow environment themes as well as many other misc environment assets.
I also did full art passes on official maps Skybreak, Alchemy, and Facility, and have done additional, passes, lighting and layout/prototyping on various other maps too.
Working as a contractor and sub-contractor for various clients including Razer, Gigabyte, Aorus, Multiplay, and AftershockPC creating various sponsored projects such as level design, cosmetic items, 3D modelling, and graphic design for promotional and e-sports events and contests. I also did miscellaneous consulting for various small and indie projects without attribution.
On Epic Game's Unreal Tournament project I contributed to the design direction of the official Link Gun weapon by working on my own design and also worked on various projects of my own in the community. I was also selected along with approximately 20 other community developers to assist in testing and proofing weekly official game builds before they went live to the playerbase and providing feedback to Epic on their changes and upcoming Flag Run game mode.
From 2011 to 2016 I performed many different roles as part of the small team:
Level Design, Materials, Models, Animation, Sound Effects, Concept Art
One of my most significant roles on the project was establishing the workflow for, and authoring most of the revised first person weapon animations, muzzle particle effects and audio assets for the weapons in GoldenEye: Source 5.0 (2016). This was a huge undertaking, establishing a consistent and satisfying feel to the gun-play that is intrinsic to combat in the game. This was a long iterative multidisciplinary process spanning months, working closely with the lead programmer to fully realize the redesign of this aspect of the game, which I personally spearheaded for the 5.0 release.
I was also responsible for many of level redesigns in 5.0 by laying down initial layouts and prototypes for other team members to work off of. Including Archives, Aztec, Caverns, Caves, and Cradle.
In the summer of 2016 I took charge of our 5.0 media release campaign which culminated in our 5.0 trailer reaching the front page of Reddit and also our update trending as a headline on Twitter and Facebook. Unheard of for such a project. Within a matter of weeks the trailer stood at 1 Million views and our download statistics representing over 250,000 players.
I was invited to join the GoldenEye: Source team through community work and feedback.
During this period I developed a workflow to produce scale-accurate classic versions of levels and created the Bunker Classic map and all it's assets. This set a new standard for classic maps moving forward. From there I took up a full developer position on the team.