Lead Games Artist with 10+ years of experience in the games industry. Currently working remotely from Perth, Scotland, as a Lead Artist at Bossa Games.
As Lead Artist at Bossa Games, my role has involved developing and directing art styles for prototype games, ensuring a cohesive visual identity from concept to execution. I have contributed to prototype development through practical asset creation, including building prototype levels and assets. Additionally, I have played a key role in pitch deck creation, both in designing the decks themselves and producing supporting artwork.
Beyond prototyping, I spent a year as part of an embedded outsourcing team working on Arkham Shadow in partnership with Camouflaj. During this time, I was embedded in the environment team, contributing to the creation of 3D environment assets to support the game's world-building.
I was initially hired at Tag Games to work on Angry Birds Action! in partnership with Rovio Entertainment Ltd, where I contributed to the production of character models, animations, costumes, and textures.
Following my promotion to Lead Games Artist, I took on a leadership role across multiple work-for-hire projects, overseeing artistic direction and production. Additionally, I collaborated with the pitching and concepting team, helping to develop compelling visuals for new project proposals.
September 2015 - December 2016
3D Artist. Aqua TV. Developed and Published by Extra Mile Studios. (iOS, MacOS, Apple TV, Android, Windows 10, Xbox One, Wii U, Fire TV)
I used ZBrush and 3ds Max to create a variety of aquarium ornaments, ensuring detailed and visually appealing assets for the project.
April 2014 - September 2015
3D Character Animator. 'Shred It!' Developed and Published by Extra Mile Studios. (iOS, Android)
I created animations using Maya for various player characters and NPC characters, ensured animations were imported correctly into Unity and ran smoothly in game.
June 2012 - April 2014
3D Character Animator. 'Broken Sword 5: The Serpent's Curse' Developed and published by Revolution Software and available on PC, Mac, Linux, Android, iOS and the PlayStation Network (via PS Vita)
I was responsible for creating both in-game and cutscene animations for a diverse range of characters using Maya. Additionally, I composited cutscene animations in After Effects, ensuring smooth and visually cohesive sequences.
During my studies at Glasgow Caledonian University, I was offered the opportunity to freelance for the university’s eMotion Lab, where I created 3D assets and animations for a prototype game designed to encourage elderly patients to engage with rehabilitation exercises.
After completing my degree, I was employed as a 3D and Video Graphics Intern, where I:
• Provided teaching support to students from 1st Year to Masters level, assisting with 3D
design software, video editing, and Flash animation.
• Marked assignments and supported lecturers in assessing student presentations.
• Compiled student work into showreels and posters for the end-of-year creative showcase.
Additionally, I spent a year as a mentor for university students with learning and communication difficulties, providing one-on-one support to help them manage coursework and navigate university life.
I worked on the award-winning CINEWORKS-funded short film Famine, directed by Hugo Cuellar and produced by Red Kite Animations in Edinburgh.
My role involved:
• Creating hand-drawn character animations using Adobe Flash.
• Compositing scenes in After Effects.
• Ensuring art and animations remained consistent with the director’s unique visual style.