Experience

Glinda Games (2022 - Current) - PC

  • Senior Artist > Lead Artist > Art director

  • Setup VFX development pipeline with reusable core components

    • Reusable systems with exposed parameters for Environmental, Weapon, and Ability VFXs

  • Setup and maintain 3D asset creation pipeline for efficient rendering performance and development

    • Framework for unreal materials to be reused for Environment, VFX, and Character assets

  • Create various Unreal PCG tools and Blueprints for faster generation of game worlds

  • Create and maintain art development schedule & milestones appropriate for budget

  • Creating and designing 3D environment assets for use in Unreal Engine 5

  • Rendering & asset optimisations

    • Identify and resolve CPU / GPU bottlenecks using profiling tools

  • Direct and provide feedback to internal artists and external contractors

  • Develop technical solution to output a large variety of customisable Weapon and Character skins

  • Set up and manage outsourcing studio workflow for Character and Character skins

Splash (2022 - 2023) - PC - Splash

  • Rendering & asset optimisations

    • Identify and resolve CPU / GPU bottlenecks

    • Addressed performance issues in main level map so that it can run on lower end devices and reach 60+ fps on higher end devices

  • Advise on best practices for creating and managing 3D assets to ensure they fit within budget constraints

    • Modular architectural kits

    • Modular characters

    • Nanite compatible assets

  • Create materials and Niagara VFX

  • Create art tools for level designers

OpenPlans (2021 - 2022) - Web Browsers, Mobile, Tablet, PC - DisplaySweet

  • Senior 3D Artist responsible for creating highly optimised 3D architectural models of commercial, apartment buildings, townhouses, that are suitable for WebGL renderers

  • Convert and optimise architectural source files such as Revit, .IFC, and Sketchup for use in real time rendering engines

  • Uplift and modernise 3D production pipeline to reduce bottlenecks and increase overall productivity

    • Define, document, and standardise 3D production pipeline

    • Improve look and feel of product through modern 3D rendering techniques

    • Lead and plan R&D of transitioning from ClayGL to three.js

    • Initiatied reusable prop library for all outsourcing teams and for internal use

  • Increased the number of concurrent projects worked on at given time by setting up outsourcing pipeline. Recruited, trained, and managed outsourcing studios to deliver high quality 3D assets,

Trackside (2016-2021) - PC, TV Broadcast - Tabcorp

  • 3D Artist responsible for designing, modelling and creating textures for large environments. Working from real world references to replicate racetracks found in Australia.

  • Created textures and material shaders for characters. Includes humans and thoroughbreds

  • Created Unreal Engine Blueprint art tools to allow faster iterations for level design for all artists to use

  • Provided Unreal Engine consulting and training

  • Provided Substance toolset consulting and training

  • Responsible for the planning and documentation of the creation of art assets, liasing with the business team to fit within budget estimates and timelines

  • Responsible for planning the art roadmap for all artists for projects and features

  • Some of my notable achievements included: implementing pipeline workflow improvements to allow faster delivery of work

    • One example is the modularisation of the UI system. Implementing this allowed resulted in faster iteration and delivery times for UI features.

    • Implemented Unreal’s Automation Screenshot QA system as a part of our work pipeline. This helped to quickly identify any un-intentional changes / bugs to the visuals of Trackside.

Police 1013 (2015-2016) - PC, Xbox, Playstation - Wingman Games

  • Prop/Environment Artist responsible for creating models and textures for criminal weapons, environment, and prop assets from photo references

  • UE4 Artist responsible for creating Blueprint tools for the Level Designers to use, allowing fast and iterative level building

Project Usagi (2014 - 2016) - PC - Independant

  • Designed, prototyped, built, and optimised playable massive open world fantasy environments

  • Self created almost all of the assets, including Character/Monster animations, 3D meshes and textures, soundtrack, materials and shaders

  • Animation Montages and State Machines

  • Farming System

  • Realtime 3rd person Battle System

  • Heavily modified inventory and day/night system to suit the game's needs

  • Modular Character system

Treasure Hunter (2014) - Mobile - 99% Studios [Cancelled]

  • Created stylised 2D art assets for mobile platform

  • Created prototype scripts for 2D sidescrolling gameplay in Unity

Saturation (2013) - PC - 99% Studios

  • Designed, prototype, and built levels and environments that were used in final product

  • Responsible for lighting all the scenes

  • Created 3D art assets such as props and environment meshes

  • Scripted the painting system, particle effects and weapons in UDK3

Tunnel Quest (2013) - PC/Mobile - 99% Studios [Cancelled]

  • Technical artist responsible for handling animation assets and created the animation controller tree for the characters in Unity

  • Create snake and quadraped animation rigs for monsters

  • Prototyped gameplay scripts for lead programmer

Skills

Art Asset Creation

  • High and low polygon modelling

  • Create PBR compliant textures and materials

  • Create material effects such as randomised colours instances, vertex animation, colour blending logic

  • Dynamic and static lighting setups, scenarios and post processing

  • Experienced in prototyping and building environments from scratch to completed product

  • Iterative level design to fit art and budget requirements

Technical / Optimisation abilities

  • Strong understanding of optimisation techniques for levels and assets to fit within CPU and GPU budget for PC, Console and Mobile

  • Strong understanding of modern 3D rendering techniques and workflows as seen in various real time rendering engines

  • Profile and debug game performance using in-engine tools to identify any potential bottlenecks or assets that blow rendering budget

Blueprint Scripting (Unreal Engine)

  • Create gameplay mechanics that range from real time 3D action battle systems, to simple elements such as interactable doors and lights

  • Create In-Editor tools for artists to use to quickly iterate level designs, such as procedural mesh spawning, mesh placement blueprints

  • Create and implement UI components using Unreal’s UMG system

Planning

  • Experienced in planning and estimation of the creation of art assets

  • Define and document 3D production pipeline for onboarding artists, general skill sharing, and for outsourcing partners

  • Experienced in managing outsourcing partners

  • Experienced with using JIRA

Working in SCRUM

  • Experienced in working in an agile sprint framework

Software

Engines

  • Unreal Engine 4 (7+ years)

  • UDK 3

  • Unity

Art Asset Creation

  • Maya (10+ years)

  • Photoshop

  • World Machine

  • Substance Painter

  • Substance Designer

  • Substance Alchemist / Sampler

  • Speed Tree

  • After Effects

Education

Bachelor of Games and Interactive Entertainment, Queensland University of Technology (2011 - 2013)

  • 3D Animation 2 (High Distinction)

  • Virtual Environments (High Distinction)

  • Real-Time 3D Computer Graphics (Distinction)

  • Enabling Immersion

  • Music and Sound Production