I am a real-time 3D Artist with relevant qualifications and significant experience in game development for mobile, console and computers.
Over the last 8 years I have developed an expert knowledge of the animation and asset creation pipeline, from base mesh creation, sculpting, re-topology, UVing and texturing through to rigging and animation. This has enabled me to specialise in the creation of complex mechanism animations for character creation, animation editing, lighting and light baking, which includes experience baking PBR models from high to low poly.
Combining my expertise in 3D modelling and texturing with a strong focus on continuous improvement and excellent troubleshooting skills has played a key role in my success working effectively independently and collaboratively with diverse teams to consistently deliver high quality creative content that aligns with clients’ individual needs.
My experience working with game engines (materials and lighting etc.) has included creating and modifying realistic and stylised assets for UV unwrapping, optimal poly count and draw calls. I have also applied best practice optimization techniques to create VR and 3D animation assets, including characters, scenes, objects and environments, as well as creating colour, bump, AO and normal maps for 3D models.
I have an in-depth knowledge of various gaming engines and 3D software packages (i.e. Blender; Maya; Zbrush; Substance Painter; Photoshop; Inkscape; Gimp; Krita; xNormal; Crazybump; Unity; 3DS Max; Ready Player Me; Mixamo; Urho; Babylon JS and Unreal 5) and the ability to quickly develop new skills in other engines and software.
Some of my specialties include:
✔ 3D Art & Animation
✔ 3D Modelling & Texturing
✔ Asset Modification & Optimization
✔ Direction & Production
✔ Game Development
✔ Game Engines
✔ Game-Ready Assets
✔ Mixed Reality (MR)
✔ Mobile Development & Optimization
✔ Project Management
✔ Stakeholder Management
✔ Virtual Reality (VR)
✔ Visual Content Creation
✔ VR Arcade Games & Training Applications
✔ Web Design & Development
During my time at Wicked Workshop (previously Wicked Witch), I worked primarily creating props for environments, upresed older games for modern hardware, and contributed to several unannounced projects.
My expertise in 3D Modelling and Texturing has enabled me to develop, modify and optimise customisable assets (props, characters and environments) for various products, with responsibility for sculpting, retopology, UVing, Texturing, Rigging, and game optimisation. I am responsible for character rigging, which involves creating game ready rigs, maintaining and updating 3D animations through hand animating and motion capture.
I also transfered new and existing assets (character assets, rigs and animations) between different software (i.e. Maya, Blender and 3DS Max) and optimise assets for mobile apps and browsers to ensure devices can quickly download props, characters and environments. I have set up motion capture and worked with multiple rigs and animations (i.e. Ready Player Me & Mixamo) to ensure existing animations worked on Clevertar’s rigs, which eliminated costs associated with creating new animations and/or outsourcing this work.