About

Iam an accomplished and versatile artist with extensive team lead and managerial experience. Having originally trained as an illustrator working in traditional media, I moved into game development and digital art creation. Throughout my career I have worked in many areas of art production for a wide variety of games on multiple platforms. I specialize in 3D modeling and texturing and have held the positions of team leader, art manager and mentor. I have also lectured at a university undergraduate level. I continue to explore new software, pipelines and techniques while always striving to become a better artist.

I was born in England but moved to Scotland at an early age where I developed a fascination for all things science fiction and fantasy. I studied illustration at art school in Dundee and then spent two years working freelance in Edinburgh. In 1994, I relocated to Maryland, USA where I began my career in game development at Bethesda Softworks, creating environment art for their hit Terminator titles. Three years later, Northern California beckoned. I worked for the likes of Universal Studios, Konami and Crystal Dynamics on titles including Xena: Warrior Princess and Frogger. Then, in 2002 I returned to Dundee, Scotland where I worked for more than eight years at Realtime Worlds on the hugely popular Crackdown. Not content with one move to the US, I moved back again in 2011, stopping in Maryland to freelance and teach before finding my way back to Northern California where I currently live with my wife and our two Whippets, Ziggy and Zeppelin.

Skills

  • 3D Modeling & UV Mapping
  • Texture Creation
  • Concept Art
  • PBR Materials
  • Illustration
  • Team Building
  • Leadership
  • Art Direction
  • Art Management
  • Problem Solving
  • Coaching and Mentoring
  • Agile
  • Basic Rigging & Animation

    Software

  • Maya
  • 3D Studio Max
  • Photoshop
  • ZBrush
  • Illustrator
  • Substance Painter
  • Unity
  • Marmoset
  • World Machine
  • Unreal
  • Perforce
  • Shotgun
  • Atlassian Jira
  • Microsoft Office Suite

    Career History

    Vector Unit            San Rafael, CA             September 2019 – Present

    Principal 3D Artist

  • Beach Buggy Racing 2 (iOS/Android/Console)

    Currently providing a variety of art services for hit mobile game, from concept designs to high-quality 3D models and textures.

    Zynga             San Francisco, CA             December 2013 – July 2019

    Lead Artist/3D Modeling Director

  • Cityville (unreleased mobile game)

    Lead 3D Artist for full two and a half year production on unreleased Cityville title; led small but dynamic two-man 3D team; worked with Art Director to define the look of all environment assets and vehicles; collaborated with technical artist to create wide ranging set of 3D pipeline tools and shaders; provided extensive modeling and texturing guidelines for outsourced art as well as regular reviews for completed assets; personally modeled and textured a large variety of buildings, decos and vehicles;  hand painted the vast majority of textures used in the game including those used for terrain and roads.

  • ‘Source’ Central Art Group

    Managed and directed 3D modeling division of Zynga’s centralized art team working on various games across the company. Personal responsibilities included collaboration with teams to provide leadership, 3D modeling and texturing expertise; continually worked to improve the company art community and offer mentoring and career path management to individual artists.

  • Farmville 2 (web)

    Led five-strong team of artists on the hit social game; worked closely with all disciplines to ensure smooth continuous production and delivery of environment assets; oversaw knowledge transfer of 3D environment art production to studio in India.

    Freelance             Gaithersburg, MD             April 2012 – December 2013

    3D Artist/Concept Artist

  • Just Add Water – West Yorkshire, England, UK (Concept art for Abe’s Oddysee New N’ Tasty)
  • Red Aphid – Montgomery Village, MD (2D and 3D assets for iOS/Android/PC game)
  • Kumkwat Entertainment – Gaithersburg, MD (2D and 3D assets for iOS/Android games)

University of Baltimore             Baltimore, MD             May 2012 – May 2013

Adjunct Lecturer
  • Instructed 3D modeling and animation undergraduate courses

eeGeo             Dundee, Scotland             September 2010 – July 2011

Senior Artist
  • Heist (web)
  • National Treasures (web)

Realtime Worlds             Dundee, Scotland             December 2002 – August 2010

Lead Environment Artist/Art Manager
  • Project: MyWorld (PC)

Worked closely with the Art Director and artists to coordinate production on a ground-breaking project (eventually released as ‘Recce’ mobile app); substituted for Art Director in his absence; liaised with other team discipline leads; contributed to environment concept work, environment shader development and project documentation; organized and tracked schedules, planned Agile sprints; carried out regular one-to-one meetings and annual performance reviews.

  • Crackdown & DLC (Xbox 360)

Led a team of 13 artists through a full production cycle on multi-award winning title. Involved in all aspects of environment creation; produced a large volume of concept sketches; assisted in the development of building and terrain shaders and defining the game’s distinctive texture style; maintained large areas of the environment throughout the latter stages of the project. Lead duties included building and tracking schedules, daily reviews of individual artist progress, liaising with other team leads, annual performance reviews and working closely with Art Director to realize his vision for the environment.

Crystal Dynamics             Menlo Park, CA             July 2002 – November 2002

Senior Environment Artist
  • Whiplash (Playstation 2, PC, Xbox)

Generated a wide variety of concepts for interior environments and props

Konami of America             Redwood City, CA             November 1999 – June 2002

Lead Environment Artist
  • Frogger: The Great Quest (Playstation 2)

Lead level and concept artist for re-invention of Konami’s Frogger franchise; worked closely with the Art Director to realize his vision, provided concepts for all characters and most levels; supervised and supported the level building team throughout the entire production cycle whilst taking on responsibility for modeling, texturing and lighting a number of level environments.

Universal Studios Digital Arts             San Jose, CA             July 1998 – October 1999

Senior Environment Artist
  • Xena: Warrior Princess (Playstation)

Designed, built, textured and lit a variety of level environments including castle exteriors and interiors, forest landscapes, mountain pinnacles, training arena and final temple level.

Bethesda Softworks             Rockville, MD             November 1994 – November 1997

Senior Artist
  • Terminator: Future Shock (PC)
  • Terminator: SkyNet
  • Daggerfall: The Elder Scrolls

3D  modeler, texture artist and level designer/constructor on both Terminator titles; constructed town and dungeon levels for Daggerfall.

Education & Training

  • Bachelor of Design Honours Degree in Illustration – 1992 – Duncan of Jordanstone College of Art, Dundee, Scotland.
  • Emerging Leaders Management Training 2010. The Leadership Factory, Dundee, Scotland.