19+ years experience in the games industry coming from an environment artist background all the way through to Art Direction on AAA titles.
- Art Director, Marvel Spider-Man 2, Sony/Insomniac Games, Los Angeles
- Art Director, Marvel Spider-Man Miles Morales, Sony/Insomniac Games, Los Angeles
- Lead Environment Artist, Marvel Spider-Man at Insomniac games, Los Angeles
- Lead Environment Artist and Assistant Art Director on The London Heist, The Deep and Street Luge VR on PlayStation VR at Sony London
- Lead Artist/Senior Environment Artist on Ryse at Crytek Frankfurt
- Lead Artist/Senior Environment Artist at Frontier Games
- Illustration and Design for Cobweb Games
- Environment and Character artist at Blade interactive
- Environment artist and animator at Big Bad Wolf
- Speaker at Devcom (Cologne - August 2023) Roundtable: Game Art in the Age of AI
- Speaker at Devcom (Cologne - August 2019) Adding personal Touches to a gigantic and well-known World in Marvel's Spider-Man
- Speaker at FMX (2016)
- Speaker at GDC (San Francisco - March, 2015) on Virtual Visuals: Key Lessons for Artists Working with VR
- Speaker at Develop Conference (Brighton - July, 2014) on Environment Art and it's application to Virtual Reality
- Speaker at BFX (Bournemouth - September, 2014) on Environment Art and it's application to Virtual Reality
- My art work for Ryse has been shown in London's National Gallery as part of the 2014 Renaissance Exhibition on Italian Architecture.
http://www.nationalgallery.org.uk/whats-on/exhibitions/building-the-picture
- Ryse won Best Real-Time Graphics at Siggraph 2014
http://www.creativebloq.com/3d/siggraph-2014-caf-awards-announced-71412192
- Art Direction for "Heidi" at Big Bad Wolf
- Art Direction for "Lulu Mae" by Nina Hynes
- Trainee Art Direction on "Veronica Geurin" by Joel Schumacher
HND computer and Classical Animation (Distinction) - Irish School of Animation, Ballyfermot.
Specialties: 3DS MAX, Photoshop, Concept Art, Illustration
Working on an unannounced project as assistant art director. My role involves working with a cross discipline team of graphic designers, concept artists, motion graphics artists, marketing, audio, vfx and environment art to do... Something very special. :-) This role is split between providing support for my art director as well as taking on large sections of the project over which I have full responsibility.
Lead Environment Artist on Sony's flagship new technology - Project Morpheus, Virtual Reality Headset. Responsible for developing, inspiring and driving the environment art style and pipeline for the game to deliver on quality and on time.
Responsible for developing, inspiring and driving the environment art style and pipeline for the game to deliver on quality and on time. Towards the end of production I also ran lighting, VFX, Cinematics and Marketing and was art director for multiplayer.
From August 2013 until Jamuary 2014 I was also acting art director for an unannounced project.
Environment art asset creation including: Modelling, texture creation, material generation, prop placement and visual style definition.Creating cutting edge environments on next gen AAA game.
Art Directing in my spare time for an independent table top RPG company. I was responsible for providing illustrations and over looking the quality and consistency of the products. We produced two well received publications: Hell for Leather (Book) and Chronicles of Skin (Card Game).
Environment art asset creation including: Modelling, texture creation, material generation, lighting, prop placement and visual style definition. I also worked as a Lead Artist on a small mobile game (unreleased).
Art Direction on 2 minute animated In house 3D Short - "Heidi"
Architectural visualzation, Corporate visualization, Logo Design and educational animated presentations.
Character and environment artist
Software used:
3ds Max, Deep Paint 3d, Photoshop