

I am multidisciplinary 3D and 2D artist with a broad skill set that allows me to contribute meaningfully across multiple areas of a project. My generalist approach is driven by a passion for elevating creative quality through continuous learning, exploration of new workflows and adopting emerging tools and techniques.
I thrive in collaborative environments and believe that the strongest creative outcomes come from shared ideas and teamwork. Whether working on professional productions or personal explorations, I value the exchange of ideas and enjoy being part of a team that pushes each other to do great things.
Below are some selected examples of both professional and personal projects that that I have worked on.
---------- YAKUTO ----------
Yakuto is a mobile game studio focused on creating high-quality sports games for a broad audience with a strong emphasis on visual polish. As a Senior Game Artist, I contribute across both art and technical implementation, helping bring the studio’s creative vision to life.
Project: Bowling Fury
Arena designs: Shootout Game Mode
Arena designs: Trick Shot Game Mode
Project: Ping Pong Fury
Promotional store material: "Pirates Season"
---------- TRULYSOCIAL ----------
Technical Artist
TulySocial Ltd, London
VC funded, casual mobile games studio. Focused on building “Contemporary Social World” games for female audiences. Worked on the project "Hugs". An immersive, role-playing social world game blending high-fashion, lifestyle content, celebrity narrative with an aim of building relationships with AI characters.
Gameplay Video
Avatar System
Below is an example of a character avatar switching through some clothing options:
2D/3D Rig
We initially looked into 'Spine' for Unity which does just that, but we also needed to have a workflow in place that was easy for our outsource artists to use, as well as being fully customisable for our avatar system.
To overcome these obstacles I began to develop a custom rig for Maya that could support a full facial rig and have controls to bring a 3D quality of motion to flat planes.
Shaders & Materials work
Examples of avatar decorations created using materials:
To maximize the usability of our texture assets and avoid bloating build size with duplicate textures, I developed some custom unity shaders that allow re-colouring texture channels to create variations for avatar customisations. Custom shaders were also created for other features such as Skin Colour, Makeup Colours and Hair Colours.
UI animation:
A compilation of some of the UI animation and effects animation i worked on for the game.
---------- FRAMESTORE----------
Matchmove Artist
A compilation of shots from my time at Framestore as a Lead Matchmove Artist.
Full credit list: IMDB/AlexanderCameron(iii)
---------- PERSONAL WORK ----------
Ice cream sundae:
Exploring some realistic modelling in Zbrush and Maya as well as lighting using a linear workflow with Mental ray.
Pug Model:
Personal piece for the challenge of modelling complex facial folds and wrinkles.
Pikachu Z Sculpt:
Finn from Adventure time, model and rig:
An experiment using a ribbon joint style of rig for a character with stylistically bendy arms.