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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 ----------


Senior Game Artist

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


A collection of some of the promotional store materials for store pages.



Promotional store material: "Retro Season"





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


Character customization was a big feature in the game and character rigs needed to be able to support changing Facial Features, Hairstyles, Tops, bottoms, Shoes, Acessories etc, as well as play animations.
Below is an example of a character avatar switching through some clothing options:


.

2D/3D Rig


To bring more life to our 2D characters in game, we wanted the animations to be expressive and have a 3D quality.
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


To enhance the appeal of the clothing options for the character customisations, we developed a number of materials in Maya to simulate different textures and effects.

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.





Low poly Inuit model:



Low poly mountain ram model:




---------- 2D ARTWORK ----------