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My Skillsets

Design Skill-set

  • I have successfully developed game software from concept & design phase through to final product on many AAA titles

  • I use Word, OneNote, PowerPoint, InDesign and Illustrator to create concept & design docs.

  • Team nurturing and management skills ranging from mentoring junior staff or staff unfarmiliar with the tools to creating an efficient and smooth work process and design methodology, then implementing it within the team.

  • Managing and tracking design team goals in many development tools including Excel, Kanban Flow, Trello. Looking through CV's and Interviewing potential new team members.

  • Game design aspects from Control System, Enemy Behavior, mission unlock trees, level design, level specific events, Puzzle & Trap design, monetisation to character story & script development.

  • Greybox/Blockout design and 3D prototype creation in Max, Maya and Unity

  • I am highly skilled with custom in-house editors and level creation tools and can pick up on new tools very quickly, also help design in-house tools to create a smooth toolchain. Skills range from scripting, enemy placement, trap and puzzle implementation. In engine cutscene creation including camera animation, character paths, audio triggers, special events.

  • Highly skilled in Unity 4/5 including importing assets from Maya FBX and creating working scenes/missions, setting up objects, prefabs, shaders, lighting, triggering events and objects, audio placement, camera animation.

  • Usequencer Unity plugin used for creating event Timelines to build missions and mission specific events such as in-game cutscenes.

  • Unreal Engine 4, level design and construction of Levels and Missions including the use of Blueprint to create game logic, puzzles, control systems, etc. Unreal Material Editor and Matinee to create animated objects and cameras. Lighting Scenes.

 

Art Skill-set

  • Highly skilled in both Max and Maya especially environment & object modeling, texturing, lighting, shader effects including Normal, Spec, Blend Shader etc. UV Unwrapping and Baking AO maps. FBX export, Morph Target creation, animation and export.

  • Adobe Photoshop CC for creating repeating textures, Unwrapped texture pages, spec maps, normal map generation and 2D GUI elements creation. Illustrator used for creating 2D elements, Logos & Iconography for in-game assets. Adobe Muse for Web Design and After Effects.

  • Environment lighting in Maya, Unreal 4 and Unity including understanding of shaders and how they affect light, AO, HDR, GI. Realtime and baked shadows and AO.

  • Environmental Effects such as water shaders, particle effects and modelled and animated effects.

  • UV scrolling tricks for mobile devices to create animated lights, water effects, conveyor belts, etc

  • Unity FBX import/export pipeline including animaing objects and shaders, also vast understanding of Unity in general. Unity plug-ins - Puppet 2D used for creating 2D skinned animating characters

  • Unreal 4 FBX import/export pipeline. Lighting, Shaders, Matinee.

  • Topography tools such as Topogun and 3D Coat.

  • Skybox and Cubemap creation and optimisation including 6 Sided shader in Unity.

  • I’m proficient with asset management tools such as Perforce, Alien Brain, Turtle SVN to ensure the project is backed up and safe in terms of workflow and organization.

  • I use Hansoft and have also used many other scheduling management and scrum agile tools such as Trello and Kanban to create schedules/ task lists and check the day to day progress of myself and the Art team if the role requires.

  • Mentoring and management of the Art Team in terms of best practise in creation of assets, poly counts, texture budgets, object set-up and so forth. 

 

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