Concept Art,concept art, concept design,Concpet Design, Sci-Fi, Steam-Punk,steampunk,Steampunk, 3D CGI, Models,Folio,Portfolio,portfolio,Lee-Ray,Photo-Bashing, Science Fiction, pre-production
TS1_1 TS1_2 TS1_3
TS1_5 TS1_6 TS2_1
TS2_2 TS2_3 TS2_4
TS2_5 TS2_6 TS2_7
GAME WORK ARCHIVE
Footy 1 Footy 2
Software
Autodesk Maya
Autodesk Sketch Book Pro
Adobe CS6 Photoshop
Full C.V./Resume available on request - info@lee-ray.com
C4_Charge_Process C4_Charge_Textures CLAYMORE_1 CLAYMORE_2 CLAYMORE_3
CLAYMORE_T PROPS_MASTR_REB_1280_001 PROPS_MASTR_REB_1280_001A PROPS_MASTR_REB_1280_002 PROPS_MASTR_REB_1280_002A
PROPS_MASTR_REB_1280_003 PROPS_MASTR_REB_1280_004 PROPS_MASTR_REB_1280_005 PROPS_MASTR_REB_1280_006 Props_Searchlight
Howitzer_Reb_1280
Vehicles_Reb_1280_2
Vehicles_Reb_1280
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
DKC_LOCLAES DKC_LOCLAES_2 DKC_VEHICLES
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.
PERFECT DARK COMP PERFECT DARK COMP2 PERFECT DARK COMP3