Dev-Resume
"I Have Worked at Some Iconic Studios!”
"I Have Worked at Some Iconic Studios!”
Building Worlds, Shaping Teams
I’m a Senior Art Director with 34 years in the trenches of AAA game development—leading teams, shaping pipelines, and crafting visual direction across more than 60 titles.
My journey began in 1980 on a ZX80, coding games in monochrome. By the early ‘90s, I was building some of the first in-game 3D assets for Wing Commander III—when polygon budgets were tight, and creativity was the only real currency.
Since then, I’ve directed teams from 5 to 85 artists, managed productions from $1M to $300M, and helped studios deliver titles that reached global audiences. Across every project, my compass remains the same: clarity of vision, trust in the team, and visuals that carry emotional weight.
Craft, Pipeline, Direction
I’ve built worlds in UDK, Unreal, and Unity—driven by tools like 3DS MAX, MAYA, ZBrush, and Photoshop. But tools are only half the picture.
My real skill is in creating visual cohesion—aligning composition, lighting, shape language, and storytelling across the entire art stack. I specialize in:
Art direction rooted in narrative tone and player psychology
Pipeline design for scalable, cross-team efficiency
Empowering artists to create without hand-holding, while keeping quality razor-sharp
I don’t micromanage—I orchestrate. I trust the talent, set the tone, and keep the visual throughline intact from concept to launch.
Mentorship & Knowledge Sharing
Teaching has always been part of my practice. I’ve lectured and mentored at DigiPen, SAE, and SVFS—helping the next generation understand not just how to make game art, but how to think like visual storytellers.
From curriculum design to hands-on demos, I believe in demystifying the craft. Great art directors don’t hoard knowledge—they scale it.
Education & Lifelong Learning
Though I studied formally at the University of West London, most of what I know was forged in production—and refined through mentoring others. Teaching teaches you to see again.
I’ve never stopped learning, because this industry never stops evolving. And I’ve never stopped building, because that’s what I do best.
Senior Artist
Madfinger, Brno, Czech Republic
Sep 2016 > June 2017
Contributing to the development of two games, Vigor and Shadowgun Legends, at Madfinger + Bohemia Interactive, I played a key role in creating free-to-play mobile first-person shooters that garnered a significant player base. My responsibilities included 3D art creation using tools like 3DS Max, Unity, Unreal 4, Photoshop, and Substance Painter.
Studio Art Director
Gaia Technologies, Bangor, Wales, UK
Jul 2012 > Sep 2013
Managing a 3D art team of 20 individuals at Gaia Technologies, I created virtual learning software for schools. I taught the art of asset creation to the team while also developing an experimental game level using Maya, 3DS Max, and Photoshop.
Senior Environment Artist (Contract)
Relentless Games Ltd, Brighton, UK
Feb 2012 > Apr 2012
During my contract at Relentless Games Ltd, I created levels for "Running Wild - National Geographic" using my skills in 3D art and animation with tools like 3DS Max and Photoshop.
Senior Environment Artist (Contract)
EA, Guilford, UK
May 2010 > Jul 2010
At EA, I worked as a senior environment artist on "Harry Potter and the Deathly Hallows," creating 3D assets and levels using MAYA and Photoshop. Additionally, I converted the PS3 version to Wii.
Lead Environment Artist
THQ, Brisbane, Australia
2007 > 2008
Working as the Lead Environment Artist at THQ, I contributed to projects such as Avatar the Last Air Bender: Into the Inferno. My responsibilities included project scheduling, team management, pipeline development, and pre-production art and 3D development.
Senior Environment and Character Artist
EA (pandemic), Brisbane, Australia
2006 > 2007
At EA (Pandemic), I worked as a Senior Environment and Character Artist on projects such as Destroy all Humans and Batman Dark Knight. My role involved 3D art and animation using tools like MAYA, 3DS Max, ZBrush, and Photoshop.
Lead/Senior Environment Artist
EA (Black Box and Burnaby), Vancouver, Canada
2004 > 2006
As the Lead/Senior Environment Artist at EA, I worked on projects such as Need for Speed: Most Wanted, Carbon, Skate, and SSX Snowboarding: On Tour. I handled scheduling art tasks, managed a 3D asset team, and conducted 3D art and animation using MAYA, 3DS Max, and Photoshop.
Senior Environment Artist
LucasArts/Film (Skywalker Ranch), San Rafael, USA
2002 > 2004
At LucasArts/Film, I contributed to games such as Star Wars: Battlefront, Mercenaries, Star Wars: Republic Commando, Sam and Max: Freelance Police, Secret Weapons Over Normandy, and Gladius. I also worked on Star Wars movie assets preparing to move to ILM, utilizing MAYA and Photoshop for 3D art and animation.
Senior Environment and Character Artist
Totally Games, San Rafael, USA
2001 > 2002
During my time at Totally Games, I worked on projects such as Star Trek: Bridge Commander (Activision) and Secret Weapons Over Normandy (LucasArts). I employed 3D art and animation tools like 3DS Max and Photoshop.
Senior Environment and In-Game Asset Artist
Warthog Games, Cheadle, Manchester, UK
1998 > 2001d Character Artist
At Warthog Games, I contributed to projects such as Rally Championship, Starlancer, and Star Trek: Invasion. My responsibilities included 3D art and animation using 3DS Max and Photoshop.
Environment and Character Artist
Psygnosis, Manchester and Chester, UK
1996 > 1998
During my tenure at Psygnosis, I worked on projects such as The Contract (with Andy McNab, the highest decorated soldier in the world). My role involved 3D character and environment construction using Softimage and Photoshop.
Environment and 2D Concept Artist
EA/Origin Systems, Manchester, UK
1990 > 1996
At EA/Origin Systems, I contributed to projects such as Privateer II: The Darkening, Wing Commander III, and Dark Light Conflict. My responsibilities included 3D art using 3DS Max and Photoshop, as well as creating pre-production artwork.
Hobbies
In addition to my professional achievements, my passion lies in various aspects of media production, including Photography, Video Filming, Live Streaming, Audio Recording/Mixing, and Drones. I have a particular affinity for Blackmagic Design products and am currently constructing a portable TV and audio studio. Additionally, I am proficient in Photogrammetry and adept at creating 360 HDRI images for 3D lighting and backgrounds. I enjoy expanding my knowledge through self-study and rely on YouTube tutorials as a valuable resource.