
Technical Artist
Some examples of my work as a technical artist:
Large Exploration Vehicle
Design/Modelling/Texturing/Rigging/Unity C#
A large exploration vehicle designed and rigged for a Unity game project. The Unity controller switches between static mode, where the vehicle is treated as part of the environment, and mobile mode where it switches to a fully-rigged physics-based vehicle. This allows players to enter the vehicle, explore it like any other location, then engage the controls and drive away.



Modular Building Components
Design/Modelling/Texturing
Modernist wood-construction building components that can be used to create a variety of structures. Low polygon count, LOD levels and shared textures improve runtime performance.
Game Character Modelling, Texturing & Rigging
Design/Modelling/Texturing/Rigging/Shaders/Unity C#
Character modelling, texturing and rigging for a Unity-based game project. I also created a custom skin shader for this character.



All-Terrain Vehicle Design & Controller
Design/Modelling/Texturing/Rigging/Unity C#
A vehicle design for use in Unity Engine. The mesh has a low-medium polygon count, with much of the detail provided by the texturing which was done in Substance Painter.
The rig includes door and seat mechanisms, steering and driver HUD. A full Unity controller was created, allowing the vehicle to be driven around the scene via direct user input or an AI component.






Sci-Fi Hover Vehicle
Design/Modelling/Texturing/Rigging
A low-polygon hover vehicle design for a game. Most of the vehicle detail comes from the textures and material setup.







