I'm a Concept Artist/illustrator in the game industry. October 16-Present Masterclass tutor for NEXT GEN Skills Academy I had the pleasure of working with Next Gen by going to schools and colleges and present to students how I became a Concept Artist for the games industry. April 2017– April 2019 Concept Artist for Sumo Digital Sheffield My role was to produce concept art documents using Photoshop/Maya. I had to visualise a variety of subject matters to a fixed deadline, which was always met. This artwork was to aid our in house 3D Artists and Level Design Team, as well as our outsource Team. The subject matters ranged from; characters, environments, props, creatures and vehicles. As this game is yet to be announced/released, more information will be made available at interview. June 2015 – March 2016 Concept Artist for RARE Microsoft. Twycross I was a Concept artist who worked on RARE Microsoft’s new Sea Of Thieves title where my role was to produce concept art documents using Photoshop. My subject matters were props, objects and assets that would be built into 3D and be placed into the game. Projects were worked on autonomously, and I reported to the principle artist. Produce visual content within a tight time frame. Worked primarily on asset design, but was flexible enough to deal with different subject matters to best suite the requirements of the assignment. Primary program experience: Adobe Photoshop, with Maya, Blender and Unreal Engine. May 2014 – May 2014 2D Artist for Sun and Moon Animation Studios, Bristol I was a 2D artist who worked for Sun and Moon animation Studios where my role was to produce game assets for two titles using Photoshop. The Projects had a very tight deadline of two weeks for both games, so planning before production was essential and was successfully met on time. I worked on autonomously and I reported to the creative director. Produce all visual content within a tight time frame. Work on UI design, asset design, Vehicle Design, background and environment design. Primary program: Adobe Photoshop. May 2013 – Nov 2013 Junior Artist for Mojo Bones Studios, Croydon I was a Junior artist for this indie game company, where I was contracted to produce all visual content for their IOS Title “The Voyage”, focusing on UI design, asset design, character design, background and environment design. Produce all visual content within a specified time frame. Work on UI (user interface) design, asset design, character design, background and environment design. Primary program: Adobe Photoshop with experience in 3DS Max. November 2012 – February 2013 Sony Guerrilla Studios, Cambridge I successfully completed a 3-month internship as a concept artist where I focused on asset concept design for the PlayStation Vita title “Killzone Mercenary”. Use Adobe Photoshop to create hyper-realistic concepts of assets. Work to a specified brief and time frame.

I'm a Concept Artist/illustrator in the game industry. October 16-Present Masterclass tutor for NEXT GEN Skills Academy I had the pleasure of working with Next Gen by going to schools and colleges and present to students how I became a Concept Artist for the games industry. April 2017– April 2019 Concept Artist for Sumo Digital Sheffield My role was to produce concept art documents using Photoshop/Maya. I had to visualise a variety of subject matters to a fixed deadline, which was always met. This artwork was to aid our in house 3D Artists and Level Design Team, as well as our outsource Team. The subject matters ranged from; characters, environments, props, creatures and vehicles. As this game is yet to be announced/released, more information will be made available at interview. June 2015 – March 2016 Concept Artist for RARE Microsoft. Twycross I was a Concept artist who worked on RARE Microsoft’s new Sea Of Thieves title where my role was to produce concept art documents using Photoshop. My subject matters were props, objects and assets that would be built into 3D and be placed into the game. Projects were worked on autonomously, and I reported to the principle artist. Produce visual content within a tight time frame. Worked primarily on asset design, but was flexible enough to deal with different subject matters to best suite the requirements of the assignment. Primary program experience: Adobe Photoshop, with Maya, Blender and Unreal Engine. May 2014 – May 2014 2D Artist for Sun and Moon Animation Studios, Bristol I was a 2D artist who worked for Sun and Moon animation Studios where my role was to produce game assets for two titles using Photoshop. The Projects had a very tight deadline of two weeks for both games, so planning before production was essential and was successfully met on time. I worked on autonomously and I reported to the creative director. Produce all visual content within a tight time frame. Work on UI design, asset design, Vehicle Design, background and environment design. Primary program: Adobe Photoshop. May 2013 – Nov 2013 Junior Artist for Mojo Bones Studios, Croydon I was a Junior artist for this indie game company, where I was contracted to produce all visual content for their IOS Title “The Voyage”, focusing on UI design, asset design, character design, background and environment design. Produce all visual content within a specified time frame. Work on UI (user interface) design, asset design, character design, background and environment design. Primary program: Adobe Photoshop with experience in 3DS Max. November 2012 – February 2013 Sony Guerrilla Studios, Cambridge I successfully completed a 3-month internship as a concept artist where I focused on asset concept design for the PlayStation Vita title “Killzone Mercenary”. Use Adobe Photoshop to create hyper-realistic concepts of assets. Work to a specified brief and time frame.

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I’m a Concept Artist/illustrator in the game industry.

October 16-Present
Masterclass tutor for NEXT GEN Skills Academy
I had the pleasure of working with Next Gen by going to schools and colleges and present to students how I became a Concept Artist for the games industry.

April 2017– April 2019
Concept Artist for Sumo Digital Sheffield
My role was to produce concept art documents using Photoshop/Maya.
I had to visualise a variety of subject matters to a fixed deadline, which was always met. This artwork was to aid our in house 3D Artists and Level Design Team, as well as our outsource Team. The subject matters ranged from; characters, environments, props, creatures and vehicles. As this game is yet to be announced/released, more information will be made available at interview.

June 2015 – March 2016
Concept Artist for RARE Microsoft. Twycross
I was a Concept artist who worked on RARE Microsoft’s new Sea Of Thieves title where my role was to produce concept art documents using Photoshop. My subject matters were props, objects and assets that would be built into 3D and be placed into the game.
Projects were worked on autonomously, and I reported to the principle artist.
Produce visual content within a tight time frame.
Worked primarily on asset design, but was flexible enough to deal with different subject matters to best suite the requirements of the assignment.
Primary program experience: Adobe Photoshop, with Maya, Blender and
Unreal Engine.

May 2014 – May 2014
2D Artist for Sun and Moon Animation Studios, Bristol
I was a 2D artist who worked for Sun and Moon animation Studios where my role was to produce game assets for two titles using Photoshop. The Projects had a very tight deadline of two weeks for both games, so planning before production was essential and was successfully met on time. I worked on autonomously and I reported to the creative director.
Produce all visual content within a tight time frame.
Work on UI design, asset design, Vehicle Design, background and environment design.
Primary program: Adobe Photoshop.

May 2013 – Nov 2013
Junior Artist for Mojo Bones Studios, Croydon
I was a Junior artist for this indie game company, where I was contracted to produce all visual content for their IOS Title “The Voyage”, focusing on UI design, asset design, character design, background and environment design.
Produce all visual content within a specified time frame.
Work on UI (user interface) design, asset design, character design, background and environment design.
Primary program: Adobe Photoshop with experience in 3DS Max.

November 2012 – February 2013
Sony Guerrilla Studios, Cambridge
I successfully completed a 3-month internship as a concept artist where I focused on asset concept design for the PlayStation Vita title “Killzone Mercenary”.
Use Adobe Photoshop to create hyper-realistic concepts of assets.
Work to a specified brief and time frame.

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Experience Level

Adobe Photoshop
Expert
Autodesk Maya
Intermediate
Unreal Engine 3
Intermediate
Blender
Beginner

Industry Experience

Gaming
    uniE621 Lighting Head Study
    This was an exercise in render and lighting. I wanted to get an nice clean finish on the shape and form, whilst maintaining the disney like charm of the character. Always enjoy doing things like this.
    uniE621 Buckle Beard Expression Sheet
    Since the character was going to be animated, an expression sheet was needed to explore Buckle Beards facial expressions and hand gestures.
    uniE621 Welsh Valley Landscape
    A personal piece where I wanted to focus on realism and high detail. Pushing my skill set in composition, lighting, depth of field to create a believable setting.
    uniE621 Buckle Beard and Blood Knuckle (The Voyage
    I worked as a junior artist on a title called The Voyage which was a pirate themed puzzle game for the IOS mobile games market. I was the only artist on the project so I had wear multiple design hats and adopt multiple disciplines, from UI Design to characters, props and backgrounds. #illustrator #designer #character design #prop design. The role was a stark contrast from being one concept artist in a large team focusing on a spercific subject for a AAA title, to designing everything for mobile game in a indie studio. I learnt so much from the team I worked with and the job was a rewarding experience.
    uniE621 Impressive Object (Skull) Sea of Thieves RARE Microsoft
    This concept for a piece of collectable treasure was one of a variety of prop concepts I worked on for the Sea of Thieves franchise. This project was one of my highlights in my career as the art style was so much fun to work on.
    uniE621 Kill Zone Mercenary Art Test
    During my internship with Guerrilla Studios (Cambridge) I was tasked to produce an art test that explored a refinery map that was still in development. It taught me not only to learn how to research the appropriate references, it taught me the importance of lighting, composition, contrast, colour and most importantly telling a story. Despite my steep learning curve I had a lot of fun designing this scene and my Art Lead was very impressed with the result.

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