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It’s been a busy 2013 so far (I know, it’s almost over already), more awesome stuff for Flying Carpets Games and Darkside, as well as some exciting new goings-on made probably blindingly obvious by the giant word above. YEAH!

The year started with a top-secret TV pilot for an enormous client (figuratively speaking), where I worked on designs for characters, building the bulk of a huge cast and all their morphs in 3d, and overseeing the other modellers and texture artists on a project of enormous scope. I worked with giant northern man Andrew Eadington on building a really unique (and technically optimised) art style, building custom shaders and texture pipelines before going on to assist setting up the animation pipe between Softimage and Lightwave with the amazing Sandy Sutherland. I went on to personally light, comp, and do effects for over a hundred shots and 4 minutes worth of full animation. All of the work! Sadly, it’s yet another project I’ve been really excited to be a part of that I probably can’t show for years. Boo.

Whilst in the middle of recuperating/stuffing my gob with fish tacos and hot dogs for a couple of months in Chicago, I stumbled into gainful employment with the fine people at the number one awesome democratising game engine for handsome winners – Unity! I’m really excited to be a part of such a fast-growing, forward-thinking company and I’m stoked to be able to focus properly on honing my game art skills from now on!

So, I’m no longer in olde London town, after many long, strange, fun years – and, in the meantime,  I’ve spent the last two months enjoying a 5 to 6 hours a day commute whilst I fail to find lodgings by Unity’s seaside HQ. Brighton, why you so hard to live in?

Once I’ve finally got a place to live, though, it’ll be a flurry of new things and updates on work I’ve done for The Girl and the Robot and some other ‘legacy projects’ I’ve worked on. YEAH!