portfolio

My work ranges from Concept Art, both 2D, 3D through to production ready assets. Including Character development, Avatar and NPC design, environments and UI, as well as R&D work into new technologies and its integration into production pipelines.

Concept work - Cyborg, Sci-Fi, Exploration
Investigations into Zombie Cyborg, mech pilots and mech vehicle, AI pipelines

Investigation into AI Gen textures from Polypaint.
Working between a polypainted sculpt and AI Generated images using ControlNet as part of the process. Very fast iterations of base sculpt forms with AI providing a final polished texture. The results can be easily baked down to a Low Poly mesh ready for game engines. Lighting was baked into the final polypaint texture.

Reworking Assets & Concepts using AI
Sometimes it's important to get fast turnarounds for a publish or to drive a new vision, previous discarded Assets or Concepts can be recycled.
Using AI, those original discarded thumbnails, textures can suddenly bring on a new lease of life. 

Client and Personal Work - 2D/3D and Hybrid

Future Shock Character Concepts
Set of concept designs for player skins, ranging from standard to upgrade variants.

Hand Painted, Low Poly Mobile Character and Clothing Assets
Creating many outfit designs for varying game characters, some assets being very stylised/themed and others working
with brands such as CR7, Nike, Top flight football clubs such as Real Madrid, Barcelona and Liverpool. Client Character work and sketch development.

Stylised Vikings Game Assets
Both inhouse and outsourced, we created around 40 character assets based on the Vikings TV show characters. Production involved establishing an approval process for character likeness as well as being creative freedom on the background characters.

Character Exploration and Sketches
When creating characters for 'Kings of Soccer' on mobile, I quickly blocked out a series of 3D voxel players in varying styles for presentations with the Leadership Team. It's a fast way to get from concept to final models, however I still can produce 2D artwork if needed.

Avatar Clothing
Layering Avatar clothing items. Building layers showing fabric weight. 
Using hi-fidelity meshes, mixing styles and clothing types, finally baking these down to use in game.

Avatar Hair Investigations
Face hair growth tests, using a combination of hand painted short hair for stubble and eyebrows, together with hair cards.

Concept Creature Explorations
I sculpt using voxels to block out concepts, these ideas are fast turnarounds using kit-bashing resources to help speed up the process.
If approved, we are already part-way there in terms of a 3D form to polish.