Introduction

I’ve always been an avid gamer but I’d never really considered a job working in the games industry. I attended University, not really knowing what career path I wanted to pursue, and so ended up studying a general computing course that happened to include a 3D art class. I ended up working on small personal projects in my spare time, always trying to push myself to learn more. Looking back I didn’t really get a whole lot out of the course I studied but it did introduce me to 3D art and taught me the basics that I could then go and build on. After University I continued working on my own projects but it took me a while to land my first position. In 2008 I landed the role of Junior Environment Artist at Monumental Games in Nottingham (UK), working on a football MMO called “Football Superstars”. Unfortunately the games industry was taking a bit of a hit in the UK at that time and Monumental was forced to close. From there I moved to Madrid to work for a small developer called Virtual Toys and eventually applied for an open position at Crytek Frankfurt.

At the time Crytek had just started development on Crysis 3 which was the first AAA quality title I had worked on. I was given the task of working with a senior artist on one of the levels and I think I learnt more in that time than I ever did when I was teaching myself. It kind of opened my eyes to what goes into developing for AAA titles and how tight the deadlines can be! After Crysis 3 I briefly worked on a few of the multiplayer levels for RYSE providing some additional art support. Despite the negative reviews the game received, I think you have to admit that in terms of graphics the game definitely broke boundaries, and for an artist that’s always what we’re aiming for so it was a real pleasure to work on and a good introduction to the PBR workflow. Recently I decided to make the move to Cloud Imperium, I just really missed working on Sci-Fi stuff and felt that it was time for a change. Working on Star Citizen is quite literally my dream job! I haven’t worked on anything in the past that comes close to the sheer scale of what we’re doing with SC, and its very inspiring to work with a bunch of people who are all dedicated to realizing the same goal.

The Love for Fallout 4