I have extensive experience in Unreal Engine, which I first picked up in 2007. I've run the gamut of roles from Level Artist and Level Designer through Environment Artist to Lighting Artist and fell into what might generally be considered Technical Art.
I'm an expert in Materials, Blueprints, Lighting, Sequencer, Optimization and all other skills related to Environment Art and World Building.
My primary program these days is Houdini, which I use to create generative artwork and streamline 3D world building through; procedural modelling, automating repetitive tasks and simulation.
The subject of most interest to me is the natural world and mimicking the intricate beauty of environments and ecosystems that have been created as a product of deep, intersecting systemic process. To this end, I've learned to use GIS mapping software and always try to ground my work in existing scientific research and evidence.
In my spare time I'm developing a suite of tree generation tools in Houdini with the goal of producing highly realistic, game-engine optimized trees. You can view the current state of progress on my blog. I hope to finish and release the tools someday, but in the meantime, even in it's unfinished state, trees produced using the tools have been used in commercial projects.
My passion for projects that are grounded in reality means that I'm always on the lookout for work in the areas of Historic or Scientific visualisation. If you have a project that wants to marry data and art, please colour me interested. I'm equally interested in videogame projects that want to push their world building beyond conventional limits by utilizing powerful, systemic approaches.
I have worked with companies such as Hawkeye, Meso Design, Sensel Studio and RealtimeUK, to get their first Unreal based projects out of the door, and I'm a lecturer of advanced technical art at Gloucester University. So if you need some training in Unreal, or if you are moving to Unreal for the first time, I'm usually available for consulting.
Generally I would rather be outdoors than in front of a computer, so while you might ask if I've picked the right profession, if you have a project that necessitates field work, that's also a massive plus.
Working on state of the art VR experiences of historic buildings and heritage sites.
Working on an State of the Art interactive museum installation.
Leading the look development of virtual stadiums in Unreal for Sky Sports coverage of the Ashes.
Refining, lighting and optimizing Outriders intro cinematic (People Can Fly)
Teaching the Technical Art module as part of Gloucester University, Computer Games Design (BSc Hons) course.
Working on Outlaws' lighting and materials.
Developing greyboxes into finished Levels.