Here you can find a little bit about the projects I have had the pleasure to work on along with some examples. The projects are listed in descending order from newest to oldest.

The current project I'm working on is Jurassic World Evolution,  As part of the vehicle team I was responsible for the Modelling and Texturing the helicopters and the Gyrosphere seen in the pre rendered announcement and in engine game trailers. I was tasked with making the high and low poly model and then using Substance painter to create its texture.

Planet Coaster -PC

Planet Coaster -PC

This is the current project Iam working on at Frontier, a coaster park simulation game. The ride on screen was modeled and textured by myself  using Maya, Photoshop and using Ddo and Ndo to generate its normal and spectacular maps. more info on the project can be found here http://www.planetcoaster.com

Here is a selection of assets and props I made for Planet Coaster, all captured in game. I modelled the high and low poly models using Maya and Zbrush, baking out the necessary maps using Maya and Knald.  I textured and generated PBR maps using Photoshop, DDO and NDO, and also made them game ready creating LODS and setting up to run in game.


Tales From Deep Space - Kindle Fire HD, Iphone

Tales From Deep Space - Kindle Fire HD, Iphone


Coaster Crazy - Iphone, WiiU

Coaster Crazy - Iphone, WiiU

These images were captured in game and are of all the levels I was tasked with creating. The creation process started with me being given a small image, by the Art Director, that would convey mood, lighting and colours for the level along with structures and objects to help give the location a sense of place and let the viewer know what part of the world they where currently playing in. I would build up an environment that would surround the playable area. My main goal was to make settings that where interesting from any view point and show the depth to the surroundings. The second goal was to maximise on the what I could get out of the limited polycounts and texture space available on the hardware it would be played on. Using light maps helped bed in the levels, the shadows helped increase the amount of colours on screen giving a scene much needed depth and life that would be otherwise bright but not very interesting. I modelled in 3ds Max and textured with Photoshop.


Kinect: Disenyland Adventures - Xbox 360

Kinect: Disenyland Adventures - Xbox 360