Pivotal Games 2001 - 2008
Held many varied roles including team lead, technical artist, environment artist and ran training programmes.
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Managed (and worked in) vehicle team
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Authored 3dsmax procedural textures
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For fast RTT from hi-poly models with no UV's
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Workflows that predate Substance Painter
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Built and lit Sawmill level for Denied Ops
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Heavily involved in technical pre-production
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Wrote a "volumes guide" to speed production
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Led a team of 3 plus induction of new hires
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Built a lot of the castle level
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Wrote "Light Manual" to improve production
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Built the distant vistas for all levels of Denied Ops
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Designed and built forest level for Global Terror
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Was Jim's (MD) favourite level
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Major contributor to improve art pipeline
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Created many moody environments
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Tasked to "make jungles work" for Conflict Vietnam
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Created system of jungle sets and walls
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Built vast tracts of jungle, ruins and rivers
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Jungle system was used throughout the game
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Built 2 levels for Great Escape & helped on many others
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Pioneered better ways to work occlusion engine
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Built Training for Desert Storm 2
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Built Oil Refinery for Desert Storm 2
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Built miles of desert and cliffs for Desert Storm 2
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Built urban environments for Desert Storm
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Built vast tracts of desert and cliffs
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Was with Pivotal Games throughout most of it's life
Microprose/Hasbro 1993 - 1999
Started as a Junior Artist. Took on many core production roles and was promoted to Lead Artist.
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Level design, game design and animation for Boulderdash
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Built multiple X-COM Alliance texture sets
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Designed and built all multiplayer levels
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Designed and built the weapons and FX
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Pioneered pre-production for XCOM Apocalypse
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Lead Artist with a team of 20 artists
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Designed/built auto workflows to speed production
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Produced countless isometric blocks
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XCOM Terror From the Deep
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Animated all the aliens
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Designed and built all weapons
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Built a variety of level graphics sets
Pre 1993
Earliest game of note was Last Ninja 3 on the ST & Amiga
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