About
As a Lead 3D Artist, I bring over a decade of experience in real-time game production, with deep expertise in project management and full development cycles, from rapid prototyping and soft launches to live ops. I combine team leadership with hands-on asset creation, cross-discipline collaboration, and production oversight. I’ve led art teams across mobile, console and VR platforms, driving the creation of optimized, visually compelling content aligned with both artistic direction and technical goals.
My experience spans the entire development pipeline, working closely with design, engineering, and production to ensure assets meet quality standards while remaining performant and scalable. I understand how to deliver work that not only looks great but also integrates cleanly into real-time environments.
While my leadership scope is broad, my core craft focuses on building highly optimized assets for stylized, performance-sensitive games. I have strong technical foundations in shader development, asset optimization, and engine integration in Unity and Unreal. With a experience in Tech Art, I help bridge creative and technical teams, refining workflows, resolving bottlenecks, and enabling scalable pipelines.
Below are selected examples of 3D assets I’ve created from concept through to implementation or showcase renders, highlighting my ability to balance creative vision with technical execution.
Complimentary skills
Rigging & skinning (Primarily for look dev and Mobile spec)
Look dev and Block out
Implementation into Unity and Unreal
Game and Asset profiling and optimisation
Shaders creation
Character concepting
Basic animation
Rendering and Multimedia
Skills
Primary
3D Assets for games
Mobile optimized (low-poly)
High fidelity AA, Console models
Stylized texturing and PBR texturing (inc. very clean baking)
Zbrush Sculpting
Hard surface modelling
Retopology
Can do Stylized, Semi stylized and Realistic assets
CHARACTERS
Stylized Character bust (Low poly)
Add additional poly to face for animation and close ups
A mobile character specification for gameplay should be designed to perform effectively in both interactive environments and cinematic moments. This character must maintain visual quality in gameplay while also holding up in hero shots and close-ups. Key elements include:
Facial Topology: The character's facial topology should be optimized for lip-syncing and expressive facial animation, allowing for smooth and realistic movement of facial muscles.
Gameplay Performance: The character's design must be efficient for mobile hardware, ensuring smooth animation and interaction without sacrificing quality.
Hero Shots & Close-Ups: For cinematic moments, the character should have high-quality textures and shaders, allowing it to look detailed and realistic in close-up views, especially for emotional or narrative-driven scenes.
This balance of functionality and aesthetic quality ensures the character delivers a dynamic experience in both real-time gameplay and narrative moments.
RTS Character (Mobile Spec)
Character created lookdev and rapid prototyping of a mobile game with a classic Dark Fantasy setting.
The asset quality is tailored for an RTS game where the final in-game models are viewed from a distance, typically from a top-down perspective. As a result, finer details and precision are less important than the overall silhouette and proportions. The focus is on readability of including clearoity of the character archetype from a far while also having a destint ocerally feel.
The character was a stylized PBR character with a vertical gradient technique from Dota 2 for readability from players perspective and draw attention to torso of the character.
I created the shaders in blender as a quick way to look dev the final result and build a shafer the I know will translate across to Unity’s URP including a toon outline.
For mobile Spec characters I am very experienced in taking a concept through to basic rigging and implementation into Unity or Unreal ready for animation.
Production pipeline
Zbrush for Sculpt
Retopo in Blender
Baked in marmoset toolbag 5
Textures in Substance Painted
Renders in Blender
Implemented into unity
Rapid prototyping for look dev to explore character proportions, style, and lighting
Final Character lookdev for RTS characters, optimised for small scale use but will also hold up in ‘ingame’ cutscense
Character and organic sculpting
This is a fan art Sculpt of mine created in Zbrush for HL2 20th anniversary. I challenged myself to create this without using base meshes and build up the anatomy from scratch. It’s based on the iconic dystopian meto cop with a pin up twist.
Blender render with procedural texturing… no UV’s required
I like skulls and no I’m not satanic
Stylized character study in zbrush (no base meshes used)
Marmoset test render
Stylized Animal busts sculpted in Zbrush
VEHICLES
Low poly PBR T34 Tank (Semi Re
















Simplified lowpoly RTS unit
Highpoly
Lowpoly
Unwrapping
Baking
Texturing
Rigging
Realistic CGI spec vehicle
Photo realistic cinematic quality 3d hardsface vehicle
Movie res hard-surface modelling and PBR texturing








Realistic render quality accessories
Rigged and taken into Unreal engine 5 for practice
Hard Surface Vehicle Modelling
Hard surface/ Box modelling vehicle with slight simplified style







More Hard Surface creations for a personal game project
PROPS
CCTV prop
Snakes created for a Greek Mythology Slots Game
Shoes Product render
ENVIRONMENTS
Stylized, mobile-optimized ‘arena’ environments
Each level is baked down and atlassed to reduce draw calls to a minimum.
Unlit shader textures, blended with character shadow casting only on the ground, allow the game to run smoothly on low-end devices.
Added vertex wind animation to selected meshes to add life to the arenas.
RENDERING
Rendering is a supplementary skill I can utilized from static images or video
Blender render using physics simulations
I turned one of my life drawings into an animation while exploring abstract non realistic animation styles. (Blender)
Realistic Character with surreal animation (Nudity warning)
Blender rendering project in cycles renderer and advance material fx with geometry nodes
liking how the first video turned out (zbrush render) I decided to remake it in blender. Improving the quality and explore the X-ray concept further. Still a wip (2024)
Zbrush sculpt for 3d printing. Rendered an X-ray style video from zbush in (2021)
This is a project to take one of my models and turn it into a physical sculpture cast in epoxy resin. For this process I picked up fusion 360 and 3D resin printing in my spare time.
Stylized NPR Render
Lighting Study
NPR Lighting Study
GAME DEV
Self Publishing
I enjoy the ambitious challenge of self-publishing my own games. Below is one I created with a coding colleague and launched in 2019.
Although it didn't gain much traction, I'm proud of the achievement. It provided me with valuable insights into game development, project management, and running my own small game studio with just two people, complementing my experience in studio employment.
A cinematic trailer I created for our recent mobile release. I created everything except the audio. Unity > After Effets > Premier Pro > Youtube
Menu design from Jungle Blast iOS
Game-play from Jungle Blast
Saga map from Jungle Blast
3D hand painted syle saga map from Bear Vs Art 2013
DRAWING
You scrolled this far, here is some of my drawing skills