I am a 3D artist and creative leader with 30+ years in game development—20 of those at the helm of world-class teams.
I grew up in Scotland on a steady diet of sci-fi and fantasy, and originally trained as an illustrator in Dundee with my sights set on comic books. Instead, I found a different kind of storytelling: games. My early career involved crafting pixel art for classics like Bullfrog’s Populous II and Core Design’s Darkmere.
In the mid-90s, I made the leap to the US to join Bethesda Softworks, building environments for the Terminator franchise. From there, I headed West and continued to develop my craft at Universal Studios, Konami, and Crystal Dynamics.
I eventually returned to Scotland to lead the environment team at Realtime Worlds for the breakout hit Crackdown, but the US called again in 2011. Since then, I’ve served as Lead Environment Artist (Farmville 2) and 3D Art Director at Zynga, and held leadership roles at Demiurge Studios and Epic Games, where I managed outsourcing for Fortnite.
Today, I’m based in Massachusetts, still doing what I love: leading teams, mentoring artists, and building worlds.
Fortnite (PC/Console/Mobile)
● Primary point of contact for external vendors; transformed vendor performance through active mentorship and high-level art direction resulting in a 30% increase in production efficiency.
● Reviewed and art-directed 200+ assets (pickaxes, gliders, backblings, emotes) from prototype to final integration, ensuring brand consistency across numerous major IP collabs including: The Simpsons, South Park, Stranger Things and Star Wars.
● Collaborated with multiple departments to resolve complex technical constraints, integration challenges, and address creative feedback.
● Led internal art production delivering world-class support for Riot Games’ Teamfight Tactics.
● Created key 3D content for Blizzard Entertainment’s Hearthstone.
● Championed internal artistic growth through strategic career management across multiple disciplines.
Beach Buggy Racing 2 (PC/Console/Mobile)
● Developed high-performance 3D assets and original concept art for multiple levels and exclusive Hot Wheels console DLC.
Cityville Mobile (Mobile unreleased)
● Directed the 3D team through production of a high-profile Zynga reboot.
● Managed external outsource vendors, establishing art guidelines and providing decisive feedback to ensure asset quality.
● Defined visual identity for all environments and vehicles in direct partnership with the Art Director.
● Optimized production pipelines by co-developing shaders, tools, and strict performance budgets with tech and engineering.
● Directed 3D production across Zynga’s flagship portfolio, providing expert modeling and texturing leadership for titles including Dawn of Titans, FarmVille, and Poker.
● Championed studio-wide art culture by collaborating with directors to launch mentorship programs and manage artist careers.
Farmville 2 (PC)
● Directed an established environment art team, streamlining cross-departmental collaboration with design, UI/UX, and production to ensure the seamless delivery of high-volume assets for a top-tier social title.
● Taught beginner and intermediate 3D art and animation courses for the Simulation and Game Design program.
● Generated 2D and 3D art for numerous titles including Just Add Water’s Abe’s Oddysee: New N’ Tasty.
● Crafted 3D renders and animated UI elements for experimental Facebook game titles.
Project: MyWorld (PC)
● Managed art asset production and schedules for an innovative PC project, overseeing sprint planning, daily scrums, and the tracking of all creative deliverables.
● Facilitated cross-team collaboration by liaising with discipline leads and contributing to the technical development of environment art styles and specialized shaders.
Crackdown (Xbox 360)
● Directed a team of 13 artists through the full production cycle of an award-winning game and DLC, overseeing task scheduling, asset integration, and cross-team problem-solving.
● Managed high-level art production by reviewing outsourced 3D content and collaborating with the Art Director to translate concepts into 3D prototypes.
● Executed end-to-end environment art including the modeling, texturing, and lighting of key buildings and locations.
Whiplash (Console/PC)
● Provided concept art for interior environments and props.
Frogger: The Great Quest (Console)
● 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 (Console)
● Designed, built, textured, and lit multiple level environments.
Terminator: Future Shock | Terminator: SkyNet | Daggerfall: The Elder Scrolls II (PC)
● Generated 3D and 2D art for early PC title releases.