Hard Surface Specialist & Environment Artist with 10+ Years Experience in the Video Games Industry
Having worked in Mobile Racing previously I was an easy fit into Road Burn Games.
I was tasked with learning Blender as the game I was to work with was Blender native. I got a hold of Blender fairly quickly. While learning I started to flesh out a basic level that had been
made but needed some major in-filling.
We had a very ambitious task of making a large scale mobile racer that just the starting area was 14km's of track around the C1 Freeway Loop that runs arounbd Tokyo.
I spent the first 14 months working solo on the track/environment and managed to get all the road, buildings, folliage, lights, signs and other environment assets complete.
We used clever faked lighting to make it all run efficiently and allow us to actually achieve consistent high frame rates in such a large environment.
Thanks go to my Software engineer pal who worked wonders to make this happen also.
• Race Track, Folliage, Architecture:
Modeling, UV Mapping & Texturing based loosely on real world Tokyo.
• Built workflows to produce a very large environment in a short timeframe.
• Creating Blender Geometry Node tools to speed up placement of assets in the environment.
• Using A.I Scripting tools (Python Script) to some degree to bridge gaps in workflows where tasks were time consuming.
• Self Guided Art Direction (mostly) for environment design with check-ins with Directors to ensure their vision is being met.
• Some lead artist time making creative choices on world design once more staff were added to the project.
• Asset pack re-atlassing and baking back into existing empty areas of texture atlasses.
• Point of interest design and creation. Where car crews would hang out and required more detal.
• Environment optimisation based on industry standard practices in Unity Engine.
• Shader creation and manipulation within Unity
There's also a bunch of other things I haven't mentioned, but this mostly covers it.
Environment Artist
Having not been a dedicated Environment Artist before, this role gave me the opportunity to learn all the skills that come with that territory.
I really enjoy world building, so this was a big eye opener as to how a pro team working on big name titles like Need for Speed do it.
I got to work alongside people with 20 years experience in the field who showed me so many valuable tricks when dealing with massive world size assets.
This was something I didn't do a lot of in my previous position (working on Hurtworld) and I was excited to gain the knowledge that these industry vets could teach. They were a great bunch to work with also and we got along fabulously.
The work I did included such tasks as:
• Race Track modeling, UV mapping & Texturing: Using a lot of custom tools written by our amazing Tech Tools team who would bridge the gaps of efficiency and ease of use between us and the final game.
• Terrain modeling: Using Lidar scans data to recreate real world accurate racetrack environments in the case of Real Racing 3
• Organics: Tree, Bush & Grass asset creation & modification
• Water: Creating animated Substance Designer Graphs to create water surfaces.
• Architectural modeling, UV mapping, texturing & LOD creation.
• Skydome modeling and texturing
• Overlays/Decal creation using clever UV mapping and specialised shaders to overlay things like road lines, branding, damaged surface areas & more.
• Reference gathering at large scales: Using Miro boards to lookup real world racetracks then gather screenshots and video links to compare my work to at the time of Art Reviews.
• Culling management: Utilising custom tools to break up terrains to ensure quality performance at a mobile device level.
• Project management: Using management & design tools to ensure deadlines are met and all work is tracked and preserved for the final product.
We used apps including: Asana, Hansoft, Jira, Miro & Some custom apps also.
• Liaising with the QA team and addressing any bugs they found that negatively impacted our product and altering/improving as necessary.
There's probably a lot more to talk on here but this seems to be enough for now, I always look forward to talking about my work in depth at request.
I really enjoy my time here soaking up all this knowledge and greatly appreciate my team for teaching me so much.
My first position in the games industry and the one I am currently still working in.
Projects I worked on whilst at Bankroll Studios on the title 'Hurtworld'...
• Concept, Model, Texture & implementation of all Weapons and Vehicles
• Various 3d game assets including Rocks, Tools, Machines & dropable World Items
• Creation of LODs for all models created by myself and implementation
• City environment design, modeling and implementation into project/engine
• 2D Digital design including Logo design, Branding, Icon design, UI Design & Promotional material
• Environmental structures
• Numerous textures
• Concept Art & Paintovers
• Input into the design of Hurtworld gameplay, workplace system architecture & in-house custom software functionality
I have learned so much in the 5 years I have worked for Bankroll, with a great team that helped me learn so much and get to the skill level I'm at today.
So many great learning experiences over the years and so much knowledge gained of all the other aspects of game design and programming also.
I am truly fortunate to have worked on such a great and ambitious title as Hurtworld. We are a small team but we get a lot done. Hurtworld after being released in December 2015 has now sold nearly 1 million copies and had great success for a small Independant game.
Working as a web designer and process consultant for Hirepulse.com.au
I travelled through Europe having missed out on that in my 20's. I ended up working in a French Restaurant in the South of France for a while. Was beautiful there and well worthwile.
Designing advertising materials for clients based mainly in the Yellow Pages. Design service for ‘critical care’ clients in an external on-site capacity at the clients place of business known as ‘Designer on the Road’. Production of business stationery and promotional materials for internal departments.
Clients: Many varied clients who’s advertisements can be found in the Yellow Pages.
Involved in all levels of product development including conception & design of coins & packaging. Design of promotional materials including posters, signs, brochures, web graphics, photography, logos, 3D packaging concepts and video presentations.
Collaborating with engraving & engineering staff in producing coinage tooling. Collaborating with coin finishing & pad printing staff.
Liaising with local printers & international packaging manufacturers.
Clients: K’dom (Japan), Downie’s (Australia), Munzhandel (Germany), Qatar Football Association (Qatar)
Concept & design of logos, posters, flyers and websites for various local companies & councils.
Clients: Town of Victoria Park “YAC” Youth group logo design
City of Swan “YAC” Youth group logo design
“Hyper Winterfest” event poster, ticket & flyer design
City of Armadale “YAC” Youth group logo design
City of Bayswater “Boomshanka” Event poster design
Rip it Up Music Website Design
Abentuer Productions 3D Animated video content, DVD Cover & Poster design
Teaching 3D software & 2D software. Collaborating on a short animated film.
Clients: Miss Zareena Qureshi
Concept & design of websites & 3D animation for various local companies.
Clients: S&L Photographics - Website design & Video Intro Animation
Wealth Educators - Website & Brochure design
K.C (Singer Songwriter) - Website design
Integrity Coachlines - Website Design
AAMC - Website Design Numero - Website design