Senior 3D Artist with 10+ years of professional art production experience. Specialising in designing and creating immersive environments, shaders, and materials for real-time engines.
● Created and implemented a wide range of organic and hard-surface real-time props, from small to large scale, for use in VR environments.
● Modelled, textured (using both legacy and modern PBR pipelines), and integrated assets into the game engine.
● Produced high-quality 3D assets from concept art and real-world references, ensuring consistency with the overall art direction.
● Optimised meshes, textures, manual LODs, and collisions to meet the strict performance requirements of VR platforms.
● Performed set dressing to enhance immersion, storytelling, and visual fidelity.
● Contribute senior-level 3D art expertise to Rhino Rock Studios’ client projects, ensuring quality and consistency throughout production.
● Collaborated with art directors to develop and implement efficient environment and prop art workflows, with a strong emphasis on visual consistency.
● Designed and developed shaders to support gameplay features and enhance graphical fidelity.
● Created small and large-scale environments and modular asset kits, refining greybox blockouts, authoring shaders and materials, and performing initial lighting passes.
● Used Substance Designer to create and maintain a library of parametric materials.
● Worked closely with leads during look development to establish the visual quality benchmark for props and environment assets.
● Partnered with outsource teams, providing clear and constructive feedback to ensure all assets met project requirements and quality standards.
● Applied a blend of creative and technical skills to faithfully translate 2D concept art into high-quality 3D props and environments for both pre-rendered VR scenes and live-action integration.
● Textured assets and assembled shaders using V-Ray for pre-rendered outputs and PBR workflows for real-time applications.
● Responsible for executing the initial lighting pass to support mood, readability and visual coherence in scenes.
● Modelled and textured environmental assets, assembling shaders for pre-rendered outputs with a focus on visual quality and consistency
● Adapted quickly to new software tools and contributed to the improvement of production pipelines and workflows.
● Contributed to the design and sculpting of stylised medieval dungeon assets, ensuring models met all specifications for 28mm scale resin cast 3D printing.
● Communicated directly with backers (customers) and revised designs as required to meet their feedback and expectations.
● Accurately translate 2D concepts into 3D models, ensuring all meet specifications for resin cast 3D printing at 100mm scale.
● Organic and hard-surface 3D modelling and texturing generalist.