I am a 3D artist with 25+ years of experience in game development and over 17 as a team lead.
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 the mid-90's, I relocated to Maryland, USA where I began my career in game development at Bethesda Softworks, creating environment art for their Terminator titles. Three years later, Northern California beckoned where I went on to work for the likes of Universal Studios, Konami and Crystal Dynamics.
In 2002 I returned to Dundee, Scotland where I spent eight years at Realtime Worlds as lead environment artist on the hugely popular Crackdown. However, not content with one move to the US, I returned there again in 2011, stopping in Maryland to freelance and teach before finding my way back to Northern California.
I worked at Zynga for a number of years, initially as a lead artist on Farmville 2 and then taking on the role of 3D art director for the company. In 2021 I moved back to the east coast and currently reside in Massachusetts with my wife. I continue to work in games; leading teams, managing artists and creating art.
● Currently leading internal art team on Teamfight Tactics in partnership with Riot Games.
● Led art team on an unannounced title in collaboration with Bad Robot Games.
● Created 3D content for Hearthstone in partnership with Blizzard Entertainment.
● Providing ongoing career management and support to 3D, technical and VFX artists.
Beach Buggy Racing 2 (iOS/Android/PC/Console)
● Designed and created 3D assets for the popular multi-platform driving game.
● Provided concept art and new 3D content for console version including additional Hot Wheels licensed levels.
Cityville Mobile (iOS/Android unreleased)
● Led team of three modelers for full production cycle on rebooted Zynga title.
● Managed outsourced 3D assets with vendor, providing art creation guidelines, art direction and feedback on deliverables.
● Worked with art director to define the style of all environment assets and vehicles.
● Collaborated with lead technical artist in the creation of 3D pipeline tools, materials, and shaders.
● Worked with engineering team to establish and maintain model and texture budgets for hundreds of 3D assets.
● Managed and directed 3D modeling team within Zynga’s centralized art department; contributed to various projects across the company including Cityville, Slots, Poker, Farmville: Country Escape, and Dawn of Titans.
● Liaised with internal and external game teams to provide leadership, direction, 3D modeling and texturing expertise.
● Collaborated with other department directors to build and nurture Zynga’s art community, develop mentorship program, and offer mentoring and career path management to individual 3D artists.
Farmville 2 (Web)
● Assumed lead role of established 3D environment art team on popular social game.
● Worked closely with design, concept, animation, UI/UX and production teams to ensure smooth, continuous production and delivery of environment assets.
● Instructed beginner and intermediate undergraduate courses in 3D modeling, texturing and animation for Simulation and Game Design program.
● Generated 2D and 3D art assets for Maryland-based mobile and PC start-up companies.
● Provided concept art for Abe’s Oddysee: New N’ Tasty (PS3, PS4, Wii U, PC, Mac) developed by Just Add Water in UK.
● Created 3D asset renders and animating 2D UI elements for exploratory Facebook games
Project: MyWorld (PC)
● Worked closely with art director in coordinating and managing all art asset production on an innovative PC project.
● Built and tracked art schedules, planned sprints, and managed daily scrums.
● Liaised with all discipline leads; maintained smooth cross-team collaboration and clear communication.
● Collaborated in the development of environment art style and specialized shaders.
Crackdown (Xbox 360)
● Led a team of 13 artists through full production cycle on award-winning game and subsequent DLC package.
● Responsible for task scheduling, asset tracking and integration, art reviews, cross-team communication and problem-solving.
● Managed and reviewed a variety of outsourced 3D environment content.
● Worked closely with the art director to realize their vision through concept sketches and 3D prototyping.
● Involved in all aspects of environmental art creation: modeling, texturing, and lighting of key buildings and locations.
● Assisted in the creation of art asset pipeline, export processes, and shader development.
Whiplash (Playstation 2, PC, Xbox)
● Provided concept art for interior environments and props.
Frogger: The Great Quest (Playstation 2)
● Led environment art team through full development cycle on next-gen reinvention of Frogger franchise.
● Worked closely with art director throughout production, providing concepts for more than 100 characters and 20 levels.
Xena: Warrior Princess (Playstation)
● Designed, built, textured, and lit multiple level environments.
Terminator: Future Shock | Terminator: SkyNet | Daggerfall: The Elder Scrolls II (All PC)
● Generated 3D and 2D art for early PC title releases.