Reach Robotics
2017 - 2019
Leap Interactive 2020 - 2022
Spent UK lockdown 2020 retraining in Houdini and Gaea.
Sought projects to use Houdini such as blowing up balloons in this album promo video for IDESTROY.
As a Houdini self taught ‘Final Year Project’ produced a Houdini PDG landscape factory featuring Quadspinners Gaea. To give it a good shake down it’s intended to produce 10 epochs in 10 styles for 500 landscapes (50k images). So far its ground through 100 Landscapes, this seems to be enough to satisfy proof of concept.
This project is a 1st pass push towards on-demand real time fully procedural ‘realistic’ terrain world building for games as opposed to simpler noise functions.
Objectives included:
Seeing if realistic terrain could be generated fast enough. The answer is likely yes, but not the way I did it. Though a project like this is good for training data.
Attempting a project that isn’t represented on Youtube with dozens of tutorials. Something where I’d be out on a limb.
As a 1st pass on a system to create massive endless landscapes in a real time engine such as Unreal 5.
This project has broken down the broader architecture. A 2nd pass will reverse the ‘1 to many’ structure to a ’many to 1’; a 3rd pass blending both approaches and optimising with a 4th pass dealing with production issues such as tiling and automated export to Unreal 5.
Make a project that has a saleable end point. It has a few extras tacked on to achieve this, such as the Tolkien style map render.
This website cannot display the 4k images this project outputs so please check out the Succession Blog or one of the DrivethruRPG store pages and the links below for more details.
Previously with…
Reach Robotics 2017 - 2019
Was the sole 3D and FX artist. Built workflows, tools and technique for desktop quality on mobile.
This 50k model (with one level of LOD) is used in AR on a phone alongside the physical Mekamon robot (as shown in these promotional videos produced by Reach Robotics)
3D generalist including styling development for an AR environment which included an iconic physical robot. All for Unity.
Effects work included shader development of flow maps and converting Unreal’s Pivot Painter workflow to Unity.
previously with…
Leap Interactive 2009 - 2017
At Leap Interactive much of the work during this period was websites interspersed with 3d asset work and complete 3d projects.
Videos and links of work produced for Leap Interactive
Download the installer here if you’d like to check out this Unreal real-time visualisation
(Recommended: Win7 or higher; Intel i7 3.4Ghz; 8Gb ram; NVidia GTX 980 video card)
Visit the Unreal Marketplace store page here.
Requires the now unsupported Unity browser plugin, get in touch for a demo.
Produced some of the environments.
Optimise/rebuilt from TV meshes to low end mobile for Aardman
Pivotal Games 2001 - 2008
Held many varied roles including team lead, technical artist, environment artist and ran training programmes.
Microprose/Hasbro 1993 - 1999
Started as a Junior Artist. Took on many core production roles and was promoted to Lead Artist.
Pre 1993
Earliest game of note was Last Ninja 3 on the ST & Amiga