Earlier work Before product design

Selected visual craft

Before product design, I worked in 3D and games: modelling, texturing, lighting, rigging and rendering. That work still shapes how I think about hierarchy, motion and visual systems.

Most of the work here was made in Maya and rendered in V-Ray. Some pieces were finished in Photoshop or animated in After Effects. I built the character rigs myself.

United Legends

A card-battler where every country's legendary hero is also a unit on the board. I came in as the 3D generalist and moved to UI artist in the last year. Twelve arenas shipped, each one a city you can name from its icon alone.

Splash screen.
Emiliano Zapata. Hand-built rig and shot animation.
Michiel de Ruyter, night scene.
A sample character after modelling and texturing, before colour.
The cast, restaged as the 1932 girder photograph.
The Black Forest board. Rapunzel's tower, Hansel and Gretel.
Arena icons, 9 of the 12 in the game.

Ready Steady Games

Art direction and UI across the studio's titles, as a partner in the studio.

Summoners Royale in play. It ran on PC and on mobile.

One character system, 8,888 variants

One base body, with the head, helmet, weapon, garment, skin and background swapped underneath. It rendered in one batch, so a mistake in setup appeared 8,888 times. The checking happened before the render, not after.

Twin axes.
Visored helm.
Winged pauldrons.

Personal work

Studies, mostly. Made to try something rather than to ship it.

An avocado with legs. Rigged and animated as a loop.
Character study.
WALL·E. A personal study after the Pixar character.
Rhino. Realistic instead of stylised.
A lighting exercise. Most of the work is the fog and the grass, not the jeep.