I am a Principal/Lead Environment Artist with ten years of experience in the video game industry. I am currently working as a Principal 3D Environment Artist at Compulsion Games. Previously I was a Senior Level Artist at Ascendant Studios, and the Lead Environment Artist at Torn Banner Studios.
All of my professional work is real-time 3D art for games, but much of my personal work is concept art.
South of Midnight (2025 - PC, Xbox Series S/X)
- Responsible for developing full environments from blockouts through to final, polished levels.
Immortals of Aveum (2023 - PC, Xbox Series S/X, PS5)
- Responsible for developing full environments from blockouts through to final, polished levels.
- Creating a variety of level assets, from modular architecture kits to highly sculpted organic set pieces.
- Working closely with Level Design and other departments to deliver the best possible player experience.
Chivalry 2 (2021 - PC, Xbox Series S/X, PS5)
- Created full environments from the blockout phase through to completion, including modeling, texturing, shader development, lighting and optimization.
- Led and worked alongside a small and talented group of artists to achieve the artistic vision for the project and continuously raise the quality bar for our art.
- Involved in high level planning for environment art direction while working closely with production and other departments to meet tight deadlines in a live-game environment.
- Produced real-time VFX for dynamic level actors and environments using Houdini and Cascade.
LEAP (2022 – PC)
- Set up initial art workflows during the pre-production phase of the project.
- Created natural environments, architectural modular sets, and props while integrating these assets into the engine.
- Responsible for ensuring quality levels and optimization across all in-game assets.
Citadel: Forged with Fire (2017 – PC, Xbox One, PS4)
- Main environment artist tasked with creating assets for a large, open-world, online multiplayer game in Unreal Engine 4.
- Created organic and hard surface assets, foliage and props to fill an entire world and allow for a flexible player-focused building system.
Valley (2016 – PC, Xbox One, PS4)
- Worked with a small, passionate team to create a visually striking game in the Unity 5 engine.
- Created entire environments from a white-box stage to a polished, playable state with final artwork.