With a strong traditional art background, I joined the games industry in 1999, specializing in but not limited to the character creation pipeline. Conception, through to modelling and animating cinematic and in-game characters for publishers such as Activision, Bethesda, Microsoft, Sega, THQ, Ubisoft and Disney.
I have experience communicating externally with outsourcing partners, creating outsource documentation, managing, scheduling, and critiquing characters and animation work. I also have dealt personally, pleasing a number of high profile publishing partners. Internally I have been responsible for delivering team meetings and closely communicate with designers, programmers and producers to effectively stamp out problems. My main experience is with establishing and producing final art assets, while leading and assisting a team of artists, managing art schedules, asset lists and tasks to maintain the highest standard of work on challenging deadlines.
I thrive on team work and I'm passionate about making great games, bringing exceptional characters to fruition for outstanding games.