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My Career History

Richard Morton - Career History

 

Route 1 Games (2015 – 2016)

Role – Contract Based Mission Designer/3D Artist (Velawoods English)

Responsibilities - Creation of missions for a 3D English Learning App. Developed in Unity 4/5 in conjunction with the Full Inspector and uSequencer Unity plugins. The missions consisted of in-engine cutscenes with animated cameras, 3D characters with animations and waypoint paths, conversation trigger events, sound effects and specific triggered sequences. I also assisted the programmers in enhancing uSequencer to be more efficient and streamlined for our needs. Art assets were mostly supplied from outsource vendors as per our spec, I managed the intake, approval and feedback of the 3D assets and imported assets into Unity once approved.

 

Create 3D assets in Maya 2014 for use in missions that are a little more specific and technical to be outsourced, including animated objects and morph targets, also to modify assets from outsource that don't quite work how we need them to. I created the skyboxes within Unity using a custom script to generate the cube maps and then convert them to 6 sided shaders.

 

Scene and mission optimisation was also a key part of my role, with exploration into faster and more efficient ways of baking the lighting into a scene to look better, take less time to bake and use less lightmaps. Maya scene optimisation incuding poly reduction and object/material merging to reduce draw calls.

 

I also assisted in mentoring junior members of the design team to use Unity and our method of creating missions in the most effective and time efficient way and helped instill task tracking using trello, kanban and Excel in conjunction with Mantis for bug tracking and SVN for source control.

 

 

Fusion242 (2014 - 2015)

 

Art & Design Lead (Mobile, Web)

My time at Fusion was spend in many different facets of the creative industry, from Mobile Game App development, Company Logo and Iconography Design to Website design and creation.

 

  • Created 2 Mobile Game App prototypes (Boken and Nano Force) as a creative exercise into learning Unity 4 and viability of self publishing Apps on Google Play and the Apple App Store.

  • Unity Scene setup and animation of all assets involved, including using the Puppet 2D plugin to produce 2D skinned marionette style characters. 2D pysics setup and triggering systems.

  • Creation of an Inforgraphic style video to promote Metamoji Note & Share, all produced within Unity.

  • Energy efficiency prototype aimed at Children's Hospital & Doctors Reception Areas, cartoony graphics and playful style. Unity Developed.

  • Fusion242 Company Identity redesign, including Website, Logos, Iconography, Letter Heading, Business Cards. Also used Adobe After Effects to create an animated Fusion242 intro sequence

  • Package artwork for virtual software packages developed by Fusion242 for sale on the Website.

  • Website dvelopment in Adobe Muse and Wordpress.

 

 

Lockwood Studios 2013 - 2015

 

Contract Environment Artist, Space Designer & Outsource Liason: Playstation Home (PS3)

Hired to create personal and public spaces within the Home environment, from Blockout prototype, concept design, outsource and Moodboard documents, through to full modelling, texturing, lighting and setup of spaces

 

  • Full production cycle on many Home spaces including Subway, Prairie, Snow Mobile (awaiting release)

  • Blockout Prototype creation on many Home spaces, including Abbey Hill Cottage, Dream Treehouse, Manor House (Awaiting release) including collision, triggers and other assets needed to get them working in engine

  • Created docs ready for the internal team & outsourcers to use as a guide when building a space, detailing poly counts, texture and shader limits, mood board sheets so the desired end product is achieved.

  • Liaised with Internal and Outsource Teams throughout the production process via basecamp to ensure everything runs on time and budget

  • Created many design Idea docs for the game including future expansion for existing spaces, new sets of construction tools, and new possible future spaces

 

 

DOUBLE 11 ltd 2010 - 2012

 

Creative Manager: LittleBigPlanet (PSVita)

Led the Creative team in the creation of assets for the Vita version of the game in conjunction with external studios, including character modelling, shaders, textures and skinning techniques optimised for the Vita.

 

  • Oversaw the creation of sticker assets for the game.

  • Created docs ready for outsourcers to use as a guide when optimising character models and rigs.

  • Created a document outlining the methodology for LBP Backgrounds and how they should be built for Vita.

  • Created many design Idea docs for the game including new enhanced Popit, AR, Near and other new potential features.

 

Creative Manager: Undisclosed Projects for Sony Experia Play

Oversaw the creative team and personally worked on two completed but as yet unreleased high profile titles for the Experia Play:

 

  • Duties included managing the team including outsource personnel

  • Creating documents detailing the work process for optimising assets for the target platform

  • Resourcing texture and shader assets in HD from original assets

  • Modifying character models and rigs to work on the Experia Play

  • Vertex painting and relighting background scenes

  • Polygonally enhancing the detail of background elements

  • Recreating animating billboards to eliminate the need for 'render to texture'

 

 

GUSTO GAMES (Derby Office) 2007 - 2009

 

Art Director, Goosebumps Horrorland (Wii, DS, PS2)

Worked with concept artists to ensure art style was in keeping with the source material, but to also give the game a visual identity unique to Goosebumps in terms of shapes and lighting.

 

  • Led the whole art team to ensure concepts followed through to the final product ranging from levels to characters, cut scenes and animation.

  • Created spatial maps and grey box models for all environments and mini games, also had large input in the game design.

  • Ensured that our small but focused team delivered the game on time, with the right balance of quality vs. deadlines.

 

 

SEGA RACING STUDIO 2006 - 2007

 

Lead Artist, Undisclosed Project (PS3, Xbox 360, PC)

Completed concept phase for project, including concept design documentation.

 

  • Created Pre-visualization graphics tests for environments, weather system FX, terrain deformation and destruction.

  • Created sale sheet booklet for game concept to be used with regards to brand approach, including vehicle licenses.

  • Worked with producer to create first pass high level schedule and staffing solution, also worked on outsource budget.

 

Track Artist/Designer, Sega Rally Revo (PS3, Xbox 360, PC, Arcade)

Started work at Sega on Sega Rally to familiarize myself with the toolset and tool chain they use, also helped me to get back into 3DS Max after not using it for a few years.

 

  • Designed the Stadium location including three tracks from concept, mood board, design and ribbon build, tweaked in-game and passed over to another artist when my project was due to start.

  • Stadium location deemed the best in Sega Rally so far, other track loops re-designed or tweaked to have more features and fun factor.

  • After completing concept phase on my project I was called back onto Rally to work on another location, Safari… which needed lots of work and had a very tight deadline.

 

 

Core Design, Eidos PLC. 1992 – 2006

 

Lead Game Designer, Tomb Raider 10th Anniversary Edition (PSP, Playstation 2)

Completed full play through of the original PS1 game and created a detailed analysis document with a list of possible enhancements for single and multiplayer co-op versions of the game.

 

  • Created documents for concept, spec outline, feature list, single and multiplayer walkthroughs incorporating all enhancements, a full GDD doc including front end, enemy behavior, HUD display, save game, control system, puzzle, trap and enemy placement.

  • Re-engineered control system to map onto the PSP layout, also created a map rules doc for the level engineers to follow.

  • Updated and refined the game script and story to incorporate new ideas and streamline the bad ones from the original based on feedback from the public. Also controlled external resources for the F.M.V. sequences to ensure the storyboards matched the finished product as desired.

  • Ensured all elements of design are carried through from paper to the finished game and discuss/resolve any technical issues that may arise by holding regular meetings with the art/code teams.

  • Worked with the concept artist and lead artist to re-imagine key elements of the original that were deemed weak or particular areas of interest that needed ‘amping’ up to give more wow factor.

  • Overseen and guided the creation of sound FX and musical score to ensure quality and style is followed.

  • Used Maya and Photoshop to create/update three levels: Lara’s House, The Lost Valley and St. Francis’ Folly, including all geometry enhancements, texture creation and mapping, lighting, collision and game-play implementation.

  • Advised upon and co-designed the new TR Live Editor to allow for a more streamlined workflow from Maya - editor - in-game.

  • Play through finished levels as they appear on-line to ensure design elements have been followed, make adjustments if deemed necessary.

 

Lead Game Designer, Free Running (PSP, Playstation 2)

Followed extensive research in the urban sport of Parkour (Free Running), looking at internet footage and the media advertising that had already used the sport to determine whether a viable game IP could be created.

 

  • Created full concept pitch, spec outline, feature list, and full GDD document including full interactive walkthrough documents and Maya created 3D level templates.

  • Created full control system design including map rules and a revolutionary ‘Attractors’ system to aide character to map interaction and detection.

  • Liaised with the ‘Urban Freeflow Krew’ and Sebastien Foucan, the founder of Parkour to gain insight into the sport and understand the philosophy behind it. This also helped push the sport itself with major deals signed for the UFF Krew and Adidas.

  • Co-Created marketing concepts for advertising ideas and product placement within the game, also included licensed music tracks.

  • Used Maya and Photoshop to create the Gym level, which served as the training area. Including all geometry, texture mapping and creation, lighting, collision, FX and game-play implementation, also Supervised and tweaked the game-play for the other levels.

 

Lead Game Designer, Tomb Raider Angel of Darkness (Playstation 2, PC)

Looked at what the public wanted within the game via focus groups, extensively sifted through the data and drew up a shortlist of key enhancements and criticisms.

 

  • Used the pre-existing concept and spec outline to develop the full feature list and GDD documentation.

  • Created 3D level templates in Maya and full walkthrough docs for all of the levels, including all puzzle, trap, pick-up and enemy placement.

  • Liaised with the managing director and operations manager directly on key wish list items they wanted incorporating into the game, and implemented them into the design.

  • Worked with the concept artist, art lead and art team to determine the look and feel we wanted for a ‘next-gen’ tomb raider.

  • Co-Created and updated the game story and script documentation with the lead writer, which also included creating character back-story.

  • Supervised development of all sound assets including SFX and musical score, which was recorded in front of a live orchestra.

  • Created 6 locations including Paris Rooftops, The Hall of Seasons, Breath of Hades, Wrath of the Beast and co-created The Parisian Ghetto and Lourve Storm Drains, this included all geometry, texturing, Sound placement, FX, and game-play set-up.

  • Supervised development of the other game locations to ensure they followed the design spec.

 

Lead Game Designer, Tomb Raider: Chronicles (Playstation, Dreamcast, PC)

Created the GDD documentation, which was kept to a minimum due to strict time constraints, we had to hit the ground running as always, but managed to release a game every year for 4 years running.

 

  • Created 2D map designs for the entire game with detailed notes on puzzle, trap and enemy placement.

  • Ensured the design was followed through from paper design to the finished level and offer guidance, constructive criticism and problem solving discussions.

  • Co-Created the game story and script document with the writer to ensure the locations we wanted to include fitted in with the story.

  • Supervised the musical score and SFX placement of musical set pieces to achieve maximum impact to the player.

  • Co-Designed new editor features and served as a pool of knowledge for editor troubleshooting, liaising with the programming team to iron out any problems we had.

  • Created 3 levels including The V.C.I. Headquarters levels (The 13th Floor, Escape with the Iris, Red Alert!) which incorporated building all geometry (editor based) texture creation and mapping, SFX and FX placement and all game-play.

 

Lead Game Designer, Tomb Raider: The Last Revelation (Playstation, Dreamcast, PC)

Created the GDD documentation, including any new moves and game features we wanted to implement.

 

  • Created 2D map designs for the entire game with detailed notes on puzzle, trap and enemy placement.

  • Ensured the design was followed through from paper design to the finished level and offer guidance, constructive criticism and problem solving discussions.

  • Co-Created the game story and script document with the writer to ensure the locations we wanted to include fitted in with the story. This also included the decision to ‘kill’ Lara Croft.

  • Had extensive discussions with a professor of Egyptology to gain historic knowledge of little known Egyptian myths, religion, pastimes and rituals and incorporated them within the design.

  • Supervised the musical score and SFX placement of musical set pieces to achieve maximum impact to the player.

  • Co-Designed new editor features and served as a pool of knowledge for editor troubleshooting, liaising with the programming team to iron out any problems we had.

  • Created 6 levels including Angkor Watt, Race for the Iris, The Tomb of Seth, Burial Chambers, Valley of the Kings and KV5, which incorporated building all geometry (editor based) texture creation and mapping, SFX and FX placement and all game-play.

 

Lead Game Designer, Tomb Raider 3 (Playstation, PC)

Created the GDD documentation, including any new moves and game features we wanted to implement.

 

  • Created 2D map designs for the entire game with detailed notes on puzzle, trap and enemy placement.

  • Ensured the design was followed through from paper design to the finished level and offer guidance, constructive criticism and problem solving discussions.

  • Co-Created the game story and script document with the writer to ensure the locations we wanted to include fitted in with the story.

  • Supervised the musical score and SFX placement of musical set pieces to achieve maximum impact to the player.

  • Co-Designed new editor features and served as a pool of knowledge for editor troubleshooting, liaising with the programming team to iron out any problems we had.

  • Created 8 levels including Lara’s Mansion, Jungle, Temple Ruins, Nevada Desert, Coastal Village, Crash Site, Madubu Gorge and Temple of Puna, which incorporated building all geometry (editor based) texture creation and mapping, SFX and FX placement and all game-play. Also implemented game-play on the High Security Compound and Area 51 levels.

 

Level Designer, Tomb Raider 2 (Playstation, PC)

Designed and created the Temple of Xian level, including paper design and walkthrough documents.

 

  • Built the Temple of Xian level using the TR editor including all geometry, texturing, SFX placement and all game-play implementation.

  • Designed and built many new trap ideas for use on the Temple of Xian, this then became part of my job, to find new grisly ways to kill Lara.

  • Look part in general map design discussions and was able to give my input for many of the games puzzle design and level layout.

 

Designer, Tomb Raider (Playstation, Sega Saturn, PC)

Whilst serving as a designer for the entire company I was given a period of time to work on Tomb Raider, which mostly consisted of level design and puzzle meetings, I’d draw up schematic diagrams of how the puzzle mechanics would work and take them into the meetings, most of which made it to the final game.

 

Level Designer, Swagman (Playstation, Sega Saturn, PC)

Updated and maintained already existing GDD documents after being placed on the project to ‘fix’ it.

 

  • Re-designed and created full design walkthrough documents and overhead maps on paper.

  • Co-Created the in-game 2D editor with the lead programmer to allow a 2D block based level to have a 3D height map, allowing us to create unusual map designs.

  • Used the 2D editor to create the maps using assets supplied by the map render artist.

 

Level Designer, Thunderhawk (Playstation, PC)

Created a series of levels first on paper and then in 3D using the editor, including all geometry, texturing and game-play implementation.

 

  • Helped play test and quality evaluate the overall product to ensure sound playability.

 

Level Designer, Blam: Machine Head (Playstation, Sega Saturn, PC)

Re-created the GDD and story document after being placed on the project to ‘fix’ it, also created 2D paper maps designs and walkthroughs.

 

  • Used the BLAM editor to create the level terrains and apply textures supplied to me by the artists, also implemented the game-play for all levels.

  • Helped play test the entire game to get it ready in time for release.

 

Artist & Designer, Asterix and the Power of the Gods (Sega Mega drive)

Followed and modified the pre-existing GDD document to create 2D map designs for all levels, also designed all in-level puzzles.

 

  • Used the in-house 2D editor to create tiled maps and D-Paint to create 16x16 tile set graphics for use with the maps. Also used to trigger in-game events, enemies etc…

  • Created all animated characters including the lead player characters, Asterix and Obelix. Dealt with Uderzo and Goscinny the creators of Asterix to ensure correct character likenesses were achieved.

  • Liaised directly with Sega (the project was produced for them) to ensure our goals met their own, and that the product was in line with their expectations.

 

Level Designer, Asterix and the Great Rescue (Sega Mega drive, Master System, Game Gear)

Used the existing design as a basis for the GDD, the first project I was placed on to ‘fix’.

 

  • Created 2D map designs for all levels and used pre-created tile sets to create the editor level graphics.

  • Implemented all game-play, including triggering enemies, traps, events, etc…

 

Level Designer, Chuck Rock 2 (Sega Master System, Game Gear)

Converted down tile sets and maps from Mega drive to Master System and Game Gear, ensuring quality and style was retained.

 

  • Scaled and converted all characters, in-game panels and screens.

 

 

Hi-Tec Software 1990 - 1992

 

Graphics Artist, Bugs Bunny (Atari ST, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Warner Bros to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Created Enhanced Amiga graphics set including multi playfield and multi-scrolling backgrounds with colour splits.

 

Graphics Artist, Alien World (Atari ST, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character ship, all enemies and boss creatures.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

 

Graphics Artist, Scooby Doo (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Created Enhanced Amiga graphics set including multi playfield and multi-scrolling backgrounds with colour splits.

 

Graphics Artist, Blazing Thunder (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Created Enhanced Amiga graphics set including multi playfield and multi-scrolling backgrounds with colour splits.

 

Graphics Artist, Augie Doggy Doggy Daddy (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Managed external creation of Amiga version to ensure quality control.

 

Graphics Artist, Potsworth & Co (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

 

Graphics Artist, Wacky Races (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets.

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Managed external creation of Amiga version to ensure quality control.

 

Graphics Artist, Daffy Duck (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Warner Brother to asses quality control of all character likenesses.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

 

Graphics Artist, Road Runner (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Warner Brother to asses quality control of all character likenesses.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

 

Graphics Artist, Speedy Gonzales (Spectrum, Amstrad, C-64, Amiga)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Warner Brother to asses quality control of all character likenesses.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

 

Graphics Artist, Top Cat (Spectrum, Amstrad, C-64)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Managed external creation of Amiga and Atari ST versions to ensure quality control.

 

Graphics Artist, Yogi Bear (Spectrum, Amstrad, C-64)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Managed external creation of Amiga and Atari ST versions to ensure quality control.

 

Graphics Artist, Hong Kong Phooey (Spectrum, Amstrad, C-64)

Responsible for creating 2D pixel art maps using 16x16 tile sets

 

  • Animated all in-game characters including the lead character, also liased with Hanna Barbera to asses quality control of character likeness.

  • Designed all of the maps and game mechanics, including control system and enemy behavior.

  • Managed external creation of Amiga and Atari ST versions to ensure quality control.

 

 

Wiseowl Software 1989 - 1990

 

Graphics Artist, Infection (Spectrum, Amstrad, Amiga, Atari ST)

  • Served as trainee graphics artist, creating and converting 2D pixel artwork between the various computer formats.

 

 

 



 

 

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