SKILLS
Topology - Low Poly and High Poly modeling
Track and Kerb Designer
Experienced in Physically Based Rendering (PBR) Workflows
Realistic Materials Production
Environment and Asset Construction
Map Design Planning
Map and Asset Management
Competent in a wide range of design software
Friendly & Positive nature
Teamwork, Collaboration, and Communication
Experience managing teams in Art design
Experience teaching and sharing knowledge
Experience
Lead Vehicle Artist, Motorsports Games, Melbourne Australia (2021 - Present)
Worked on the PC release of IndyCar (Unreal Engine 5)
Responsible for the entire production of the vehicle assets and integration in UE
Responsible for the creation of multiple real-world track environments
Production of High-Resolution PBR textures in Substance Designer/Painter
Production of topology modeling for High and Low Poly Modelling in Blender
Mentoring and guiding junior/intermediate artists
Responsible for creating & reviewing Jira tasks for the other artists
Worked closely with other leads & engineers to achieve optimal integration
Worked closely with stakeholders and official manufacturers to achieve optimal accuracy of design.
Lead Artist, Grease Monkey Games, Melbourne Australia (2019 - 2021)
Worked on both the mobile & PC version of Torque Drift (Unity)
Also worked on the soon-to-be-released PC version of Torque Drift 2 (Unreal Engine 5)
Mentoring and guiding Junior/intermediate artists
Production of High-Resolution PBR textures in Substance Designer/Painter
Production of High-quality FBX models in 3DS Max
Game Artist, Zero One Studio, Melbourne Australia (2018 - 2019)
Worked on the classic remaster for Age of Empires III on PC
Creation of over 100 stylized environment & character assets
Production of High-Resolution textures in Substance Designer/Painter
Production of High-quality FBX models in 3DS Max.
3D Artist, Black Delta Studio, Melbourne Australia (2015 - 2018)
Worked on the PC title Kartkraft from concept to release (Unreal Engine 4)
Full PBR Processes and workflows
Production of High-Resolution materials in Substance Designer
Topology modeling for High and Low Poly Modelling in 3DS Max
UV mapping with 3DS Max and Headus UV layout
Track and Kerb Design Construction
Assembly and construction of scenes and assets in Unreal Engine 4.
Texture Baking of assets.
Skinning and rigging of karts and component assets.
Environment Design Planning
Level / Map asset placement & map/asset organization
Use of Perforce for Version Control of Project
Collaboration, Communication, and Teamwork
3D Viz Technical Draftsman, Parsons Brinckerhoff, Melbourne, Australia (2009 - 2013)
Responsible for the production of cost-effective visualisations intended to better illustrate engineering designs to the public. I worked closely with Stakeholders, clients, and the public in order to match the design to their comments. Often the sites in question would have an issue regarding water pollution or contaminated land. My simple visualisations based on CAD drawings and discussions with the engineering teams led to producing cost-effective designs that would help relay a form of visual communication to the local community. All content was based on 2D blueprints from CAD before modeling and rendering in Sketchup and Photoshop.
CAD Designer, Parsons Brinckerhoff, Melbourne, Australia (2007-2013),
Primarily responsible for the production of Civil, Highway, and Water Engineering designs in CAD from Preliminary Design right through to Construction. Routinely helped with the mentoring of both graduate engineers and apprentice drafters with CAD systems. Worked on high-profile projects spanning across the world directly with engineers, clients, and the public.
Technical Draftsman, Capita Symonds, Newbury, England (2004-2006),
Responsible for the production of Civil Infrastructure, Land Development, and Highway Design CAD drawings.
Routinely helped with the mentoring of both graduate engineers and apprentice drafters with CAD systems.
Worked on numerous high-profile projects spanning the world directly with engineers, clients, and the public.
PRIMARY SOFTWARE
SECONDARY SOFTWARE
Education
References
Zach Griffin
CEO & Director of Technology
Mob: 0437 658 845
Email: zach.griffin@gmail.com
Andy Cook
Producer
Mob: 0452 241 447
Email: cook.andy.d@gmail.com
Hayden Desailly
Art Lead
Mob: 0411 392 581
Email: haydendesailly@gmail.com