Iam a highly experienced, motivated and versatile 3D artist, trained originally as an illustrator working in traditional media before moving into game development and digital art creation. With over 24 years of game industry experience, I have worked in most areas of art production whilst specializing in the creation of environment art for a variety of games on multiple platforms. I am an accomplished team leader, art manager and mentor with teaching experience at university undergraduate level. I continue to explore new software, art techniques and generate digital imagery in a broad variety of styles.

Originally from England, I moved to Scotland at an early age and went on to study illustration at art school in Dundee. Two years of freelancing followed before relocating to Maryland, USA in 1994 where I entered the field of full-time game development at Bethesda Softworks. Northern California beckoned where for four years I worked for the likes of Universal Studios, Konami and Crystal Dynamics before heading back to the UK. Following more than eight years working at Realtime Worlds and then eeGeo, my wife and I returned to the US and eventually ended up back in California where I worked for over five and a half years at Zynga. We currently reside with our two Whippets, Ziggy and Zeppelin.


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


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

    Career History

    Zynga             San Francisco, CA             December 2013 – Present

    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.

Freelance             Edinburgh, Scotland             September 1990 – November 1994

  • Commissions included science fiction/fantasy work for companies such as Bullfrog, Core Design and Grendel Productions.

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.