Company 3/Method Studios Nov 2021 - Oct 2023
Senior Real-Time Environment Artist - Various UE5 Cinematics and Adverts
Modelling, Texturing, Set Layout, Enviro F/X, SpeedTree, Enviro Look Dev in Unreal Engine. Mentored Artists.
Digital Domain Jan 2020 - Nov 2021
Environment Artist (Senior) “Black Adam”
Modelled, Textured and Look Dev set extensions.
Environment Artist (Senior) “Shang Chi and the Legend of the Ten Rings”
Modelled, Textured and Look Dev set extensions.
Environment Artist (Senior) “Wandavision”
Modelled, Textured and Look Dev set extensions.
Environment Artist (Senior) “Morbius”
Textured and Look Dev assets.
MPC Film Feb 2018 - Dec 2019
Environment Key Artist “Sonic the Hedgehog”
Modelled and textured assets. Mate Painting. Mentored Artists.
Environment Key Artist “Maleficient: Mistress of Evil”
Modelled assets. Developed a more efficient workflow through photogrammetry and kit-bashing. Mentored Artists. Quality Control /publishing.
Environment Key Artist “POKEMON: Detective Pikachu”
Modelled and textured Rhyme City roads. Designed, modelled and textured Rhyme City bridge. Modelled and texture various Rhyme City buildings. Mentored Artists.
Environment Key Artist “Aquaman”
Helped develop and test in house scatter “diorama” tool in Unity. Modelled modular building assets and layout/scatter for Fishermen Kingdom. Seaweed forest layout/scatter.
Oats Studios Apr 2017 - Oct 2017
Lead Environment Artist “Adam 2 & 3”
Responsible for the overall visuals and creation of the environments.
Duties included: design/look development of the environment assets, manage outsourcing and internal team in the creation of the assets, shooting and processing photogrammetry, as directed by VFX Supervisor and Director.
ICON Creative Studios Feb 2016 - Apr 2017
Surfacing Artist
Duties included: creating textures, shading networks to define surfaces and looks as needed/directed by needs of various projects within the production schedule.
Think Tank Training Centre 2010 - Present
Lighting & Environment Mentor
Responsible for coaching students in creating their demo reels and helping them decide on the critical decisions that define the overall look and mood of their environment modelling reel.
United Front Games Sep 2009 - Aug 2015
Lead Artist "Un-named Unreal 4 Protoype" 2014-2015
Environment Lead "Sleeping Dogs: Definitive Edition" 2014
CG Generalist "Tomb Raider Definitive Edition" 2013
Lighting Lead "Sleeping Dogs" 2009-2012
Propaganda Games Jun 2005 - Aug 2009
Lighting Lead “Armada of the Damned” 2009
Lighting Lead “Turok & Turok 2” 2005-2009
Rainmaker (Mainframe Entertainment) Aug 1996 - May 2005
Lighting Supervisor “Stuart Little 3” 2003-2005
Lighting Supervisor “Spiderman, The Series” 2001-2003
F/X Supervisor “Heavy Gear” 2000-2001
Animation Sup. “Beast Machines” & “Shadow Raiders” 1998-200
Jr. & Sr. Animator 1996-1998
Spencer R. Higgins, Architect Inc. Jun 1990 - May 1996
Architectural Technologist
Software
Unreal 5, Maya, Substance Painter, ZBrush, SpeedTree, Photoshop, Mari, Redshift, Vray, Metashape (Photoscan), Reality Capture, Unity.
Production Workflows
- PBR Texturing
- High & Low Poly Modelling
- Photogrammetry
- Offline lighting rendering
- Real time lighting: forward and deferred
Professional Development
CG Society
- Introduction to Environment Design for Games and Film with Simon Scales
- Look Development and IBL in Maya with Noah Vice
- Environmental Texturing with Leigh van der Byl
- Creature Texture Painting in Mari with Justin Holt
- Fundamentals of Digital Painting with Don Seegmiller
- Becoming a Better Artist with Robert Chang
Alias 3D Modeling and Rendering Certificate 1996
Information Technology Design Centre
Syllabus Program 1990 - 1995
Royal Architectural institute of Canada
Architectural Technology Diploma, Conservation 1987 - 1990
Algonquin College
Experience
Technical Knowledge
Education