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
Setup and maintain UI widgets, logic, materials, and material driven animations
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 5
Unreal Engine 4
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
Virtual Environments
Real-Time 3D Computer Graphics
Music and Sound Production