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Previous Professional Work in Games, Commercials, and Films

Tools 

Photoshop

Mari

After Effects

3DS Max

Cinema 4D

UV Headus

Sony Vegas

Shot Gun

Unity

Showreel 2013

Below: My texturing showreel showcasing VFX work from across hero pieces to background assets 

Professional Work Walter Mitty

Textures improvement on road bits. 

 

Professional Work The Last Game

Creating textures for the commercial The last Game using Mari. 

 

Personal Work Beetle Car

Downloaded internet model with additional modelling details. Created uv and all texturing using cinema 4D, Headus uvlayout, 3dsmax, Zbrush  and Vray for rendering.  

 

Personal Work Mari Challenge Work

Screenshots of textures created for Mari competition. Model provided by Jakob Kousholts 

 

Professional Work GI Joe 2

Collaborative textures for hero asset helicopter for Gi Joe 2. Created diffuse(colour) , designs, displacement and bump for the helicopter. Complete texture creation for hero asset suitcase and sword. Various mid range props

 

VFX texturing for Gi Joe 2.

Mari, Photoshop

Professional Work Enders Game

Textures for hero asset space shuttle in Enders game

 

Professional Work Hugo

Creating textures for various props and assets including hero pieces for the film Hugo, collaborative texture creation on trains.

 

Professional Work Coventry ACT-UK Simulation Centre

Virtual environments created for the £8.7M ACT-UK Simulation Centre to transform the UK construction industry. One of the first major projects that helped Makemedia break into the educational simulation industry.

Working within a four-person team with diverse skill sets, we created five stages of construction development, from excavation and foundations through to fully finished homes. My role first focused on reviewing large volumes of reference material to accurately model assets in 3ds Max and create terrain textures using Cinema 4D, BodyPaint and ZBrush. I produced diffuse, specular and normal maps, and supplied textures for other team members, including an architectural consultant.

Accuracy was critical, with brick sizes, measurements and trench shapes needing to match real-world references. After setting the visual benchmark, I focused on scheduling, workflow strategy, assembling in-engine scenes and improving pipelines for better team cohesion and delivery.

The project won a Presagis Best Visualisation Award, helping establish Makemedia, later Make Real, in the industry.

 

Professional Game Pitch – Unreleased Project

Hard surface environment modelling and Uving rooms for games texturing following feedback and technical changes.  

 

Personal Project – Hard Surface Environment Texturing & Modeling

Just for fun. Simple modeling

 

Professional Work Games Texturing and Modelling

Level of details, prop asset creation, and animation from various released, unreleased products.

 

You can hover to take a sneak peek 👀 or use my password on restricted cases.

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