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