GAME WORK ARCHIVE
Autodesk Sketch Book Pro
Adobe CS6 Photoshop
Full C.V./Resume available on request - email@example.com
REBELLION Ltd. 2007-2009
Shellshock 2 & Rogue warrior, both FPS games and released for P.C., XBOX 360 and PS3. Using Rebellions In-House engine AZURA. Poly count and texture budgets were set low to allow for higher frame rates.
While at their Derby Studio I also worked on The Simpsons Console game and a Star Wars game for PSP. My duties on those titles involved editing other peoples work so I havent included examples in my folio. the skills involved were the same as my own work - efficient mesh creation, UV unwrapping, Diffuse, Specular and Normal map generation.
FREE RADICAL DESIGN Ltd. (Founder Member) 1999-2004
Timesplitters 1 & 2, PS2,Xbox,Gamecube. TS1 was a launch tile for the PS2. I was part of a 15 strong team that made the game in 18 months on new tech.
Poly and texture budgets were controlled to maintain a high frame rate as the target market were the split screen multi players who had made N64 Goldeneye such a hit. I designed and built several backgrounds, weapons and tilesets for the first two games and did some early work on the third before leaving FRD in 2004.
RARE Ltd. 1994-1999
Donkey Knog Country 3 for the SNES. My second project after a short stint on Blastcorps. I worked on the Facotry level and a couple of the Boss fight backgrounds as well as the map vehicle ideas and the Kaos Robot design. It was a challenge as this was my first experience with 3D graphics but getting the chance to learn Maya on a silicon graphics machine was worth the effort.
Perfect Dark on the N64. I was lucky enough after DKC3 to be invited onto the team that had just finished Goldeeye and were planning a Sci-Fi style follow up. I got to do concept on the aliens, the weapons, vehicles and locations. We were a few months into production when the prospect of FRD became a reality and those involved left to set the new studio up in Nottingham.
POWER CHALLENGE 2012
Footy! Facebook Game. I was hired for a few months to concept and design elements of the game. I t was a fun project and allowed me to broaden my range while keeping to the established style guide for the game.
I would sketch out roughs initially and once these were approved I would produce them as 3D models which could be rendered off as an isometric template and outsourced to be coverted into vector graphics.