Versatile and experienced hands on Lead Artist with a track record of successfully
leading and delivering a range of projects across genre, art style and platform.
A natural art generalist with strong visual and technical wizardry that’s comfortable
working tightly alongside creative, tech art, design and engineering disciplines.
Looking for opportunities to combine cutting edge technologies alongside innovative visuals.
Particularly interested in ways to thrive under technical & performance restrictions.
Hoping to be involved in delivering worlds and content that users form deep emotional
connections with.
Associate Art Director at Improbable Worlds, London & Remote
March 2017 to December 2023
• Hands on delivery focused leadership across the other art leads.
• Look development responsibility. Per project style and quality benchmarks.
• Responsible for maintaining quality polish across all releasable content.
• Key point of contact for optimisation, bridge between rendering and art.
• Responsible for adoption of UE5 rollout to the art team.
• Defined new asset art pipelines based around Nanite technology
• Helped define content guides and processes around our internal modular character
& crowd system featuring 10,000+ simultaneous characters
• Delivered all lighting work for recent Improbable public events.
• Responsible for over 50% of master materials used by the team
• Experience working with external clients and responsible delivering on their
bespoke art requirements and style guides
• Experience setting up outsource pipelines and running outsource teams
Principal Artist at Sony Computer Entertainment Europe, Cambridge
August 2006 to February 2017
• 2015-2017: Principal and Lead Lighting and look development
• Worked on 8 shipped titles. Decima engine for PS3/4, PSVR & PSVita