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SamWestall
London, United Kingdom

I'm a Concept Artist/illustrator in the game 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.

SamWestall
London, United Kingdom

I'm a Concept Artist/illustrator in the game 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. 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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