SOFTWARE SKILLS

CORE SKILLS

3D Modeling: 3DS Max, Blender, Maya, Zbrush

Texturing: Substance Designer, Painter, Photoshop

Game Engines: Unreal Engine 4/5, Unity

Design: Level design, AutoCAD, Revit

Additional: Perforce, Jira, Confluence, Word, Excel, Powerpoint, Recap, PureRef.


SOFT SKILLS

Teamwork, Collaboration, and Communication.

Adaptable, Organised, Problem-Solver, and Timely-Managed.

Enthusiastic, Positive, Friendly.


JOB HISTORY

Experience

Game Art and Animation Teacher, Academy of Interactive Entertainment, Melbourne, Australia (2024 - Present)

  • Delivered course curriculum material for the second-year Adv Diploma students,
    (UE5, Unity, Environments, Character, Animation, GUI, Major Projects, Professional Portfolios)

  • Provide individual guidance and foster a collaborative environment.

  • Empower students by reviewing their work and providing feedback.

  • Build industry connections and organise guest lectures.

  • Manage course materials and maintain records.

Lead Vehicle Artist, Motorsports Games, Melbourne Australia (2021 - Present)

  • Led the vehicle art team to deliver high-quality assets for IndyCar.

  • Implemented innovative techniques to enhance vehicle realism and performance.

  • Fostered a positive and productive work environment for the team.

  • Oversee the complete production of vehicle assets and their seamless integration into Unreal Engine 5.

  • I have helped to create multiple authentic track environments to mirror real-world racing circuits.

  • Developed high-resolution PBR textures using Substance Designer/Painter.

  • Produced intricate topology modeling for both high and low poly models in Blender.

  • Provided mentorship and guidance to junior and intermediate artists.

  • Managed and reviewed Jira tasks for the team.

  • Collaborated closely with other leads and engineers to ensure optimal integration.

  • Worked with stakeholders and official manufacturers to guarantee accurate vehicle design.

3D Artist > 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 200 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 illustrate engineering designs to the public better. 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.

EDUCATION

Education