I made this page for minimal clicking, as I know some prefer to see all the work within a single page.
Driver: San Francisco
Project: A Ubisoft game, out now on Xbox 360, PS3, Wii, PC and Mac.
Date: 2009-2011
Software Used: 3DS Max, Photoshop, Google Maps/Street View, Perforce, Ubisoft's own bespoke engine and toolchain.
Role: My role included but was not limited to the following:
- In charge of props, both destructible and static, ramps and advertising billboards.
- Modelled, textured and set up physics for these props. Set up cut scene cameras for narrative billboards.
- Blocked out large areas of the city based on design guidelines and using Google street view as a guide.
- Created terrain, buildings, and prop placement based on the block out.
- Corresponded with outsourcing studios, giving feedback and guidance to produce the best work possible to tight deadlines.
- Helped maintain schedules and assisted other artists' as part of a "triage" team.
- In charge of junior artists, training, scheduling and working to tight deadlines on specific tasks.
Below illustrates some of the props, terrain and buildings I worked on. Buy the game to see everything ;-)

Newcastle Building (Work in Progess)
Project: A project to get more skillful in Zbrush and UDK, as well as modular design. This is based on a Victorian building in Newcastle.
Date: Work in progress
Triangle Count: TBA
Texture Resolution: Around 256 pixels per meter. Diffuse, Normal, Specular (and in some cases Emissive and Parallax)
Build Time: on going
Software Used: 3DS Max, Zbrush, Unreal Engine, Photoshop, Crazybump
Additional Info: Runs in realtime on the Unreal Engine
All images are currently work in progress.
Converse All Stars Shoe
Project: Created for Ubisoft as a show piece for outsourcing use. Both clean and dirty versions were made
Date: August 2011
Triangle Count: 4137 triangles
Texture Resolution: 2048*2048 Diffuse, Normal and Specular
Build Time: 2 Weeks
Software Used: 3DS Max, Mudbox, Photoshop, Crazybump
Mediterranean Scene
Project: This was a team exercise at Ubisoft to see what we could do using the Unreal Engine in 2 weeks. The brief was to make a mediterranean street using modular assets.
My role: I mainly concentrated on learning different techniques for foliage and Ivy, as well as doing a few street props.
Date: August 2011
Build Time: 2 Weeks
Software Used: 3DS Max, Photoshop, Crazybump, Ivy Generator (by Thomas Luft), Unreal Engine 3
Dead to Rights: Retribution
Project: Worked on the pre-development phase of Dead to Rights: Retribution, props, weapons and environments.
Date: 2007
Console: Xbox 360 and PS3
Software Used: Maya, Photoshop, Crazybump and Blitz' own bespoke engine, database and toolchain.
For the Hotel lobby I created the geometry and some of the textures, for the props and weapons I created all of the geometry and textures.
Castle Hall
Project:Created as a Final Year University piece, accompanying a 10,000 word dissertation on medieval architecture and current game technology. The hall was primarily based on Hampton Court Palace and Middle Temple Hall in London.
Date: Early 2009
Triangle Count: 20,249 triangles (90,245 including all instances)
Texture Resolution:1024*1024 and 512*512 Diffuse, Normal and Specular maps. Paralax maps for the brick wall, and Alpha maps in certain places.
Build Time: Just over a month
Software Used: 3DS Max, Maya, Mudbox, Photoshop, Crazybump, Unreal Engine 3
Additional Info: Won 3rd place in the Vis Awards 2009 - Modelling Category (sponsored and judged by Ubisoft). I was hired by Ubisoft as a result.
Chair Prop
Project: Created for a Game-Artist.net competition. The brief was to create a model based on this concept in 2000 tris or under.
Date: August 2009
Triangle Count:1348 triangles
Texture Resolution:1024*1024 Diffuse, Normal and Specular
Build Time: 3 days
Software Used: 3DS Max, Mudbox, Photoshop, Crazybump
Additional Info: Rendered in realtime using the Marmoset engine.
Tak: And the Guardians of Gross
Project: A Blitz Games Studios game for the Wii and PS2.
Date: 2008
Software Used: Maya, Photoshop, Blitz Tech
Roles:
- Modeling, texturing and lighting (vertex lighting) of props and environments to a stylized look.
- Placement of foliage, props and collision.
- Cleaned up outsourced work.
- Working with designers in an iterative process to crystallize the gameplay and environments.
Stream
Project: A personal project to learn how to create foliage.
Date: July 2009
Triangle Count: 12,771 (Includes double sided polygons such as Grass planes)
Textures: Diffuse, Normal, Specular and Alpha
Build Time: Approx 1 week
Software Used: 3DS Max, Mudbox, Photoshop, Crazybump
Additional Info: This was my first attempt at making foliage. The lightmaps were baked and the Grass and Leaf planes were lit using Vertex Colouring.




















































































