Download a full PDF version of my curriculum vitae here

I am a Lead / Principal Technical Artist with over a decade of experience across AAA development, primarily at Rare (Xbox Game Studios) and recently as a Principal Technical Artist at Rhino Rock Studios contracted to a AAA games studio. My work is primarily hands-on, focusing on scalable art systems, shaders and look development, procedural animation, deformation, tooling, and art pipelines.

 

I specialise in bridging creative ambition with technical and production realities - delivering visually striking, performant real-time experiences while maintaining clarity, structure, and momentum across teams. I bring a handson, execution-driven leadership style, combining clear technical ownership, pragmatic task breakdown, and active people management through mentorship, feedback, and day-to-day support.

Core Competencies

Technical Expertise

  • Art Tooling and System Design
  • Stylized Shader Development
  • Procedural Animation Systems
  • Geometry Processing and Deformation
  • Character Grooming (Hair and Fur) & Customization
  • Unreal Engine, Maya
  • Python, C++, HLSL 

 

Production, Leadership & Delivery

  • Feature Ownership & Technical Direction
  • Task Breakdown, Prioritisation & Scheduling
  • Cross-Disciplinary Collaboration (Art, Engineering, Design)
  • Mentorship, Technical Guidance & Reviews
  • Documentation, Standards & Workflow Definition

People Leadership & Team Development 

  • Day-to-day technical leadership and support for artists and technical artists
  • Task planning, prioritisation, and expectation-setting across multiple contributors
  • Mentorship, career guidance, and regular feedback conversations
  • Supporting onboarding, skill development, and knowledge transfer
  • Interviewing, candidate assessment, and hiring feedback

 

Performance & Optimisation

  • Runtime & Memory Budgeting
  • Performance Profiling & System Auditing
  • Scalable, Performance-Conscious Authoring Practices

Work Experience

 

Principal Technical Artist - Rhino Rock (Contracted to AAA Studio)

2025 - Present

 

  • Led environment look development and implemented scalable shader solutions balancing fidelity, consistency, and performance.
  • Delivered tooling and pipeline improvements that reduced iteration time and improved visual quality without increasing runtime cost.
  • Worked closely with engine and rendering teams to align art workflows with engine constraints and opportunities.
  • Evaluated, documented, and shaped new art pipeline workflows, including foliage wind, asset setup standards, and performance-conscious authoring.
  • Produced clear documentation to ensure workflows were repeatable, adoptable, and future-proofed across teams.

 

Lead Character Tech Artist – Rare (Xbox Game Studios)
Kinect Sports Rivals, Sea of Thieves, Everwild

2013 – Present (12 years)

 

Key Contributions

  • Led the design and delivery of the Sea of Thieves character creator, a scalable, stylised system central to the player experience.
  • Engineered high-performance animation, deformation, and rendering systems, supporting ambitious visual direction while respecting runtime budgets.
  • Architected a new art tooling framework, improving iteration speed, scalability, and cross-team usability.
  • Supported Everwild’s character visuals by aligning technical solutions with creative direction to push stylised fidelity.

Hands-on Technical Leadership

  • Led stylised rendering R&D, shader development, grooming (hair & fur) workflows, and scalable character customisation systems.
  • Designed mass-scalable creature and character systems, balancing performance, memory, and artist usability.
  • Developed procedural animation systems and spline-based tooling to support dynamic character behaviour and motion.
  • Benchmarked runtime and memory costs in close collaboration with engineers and stakeholders.

People Management & Delivery

  • Acted as day-to-day technical lead for character and tech art contributors, providing direction, feedback, and support.
  • Broke down complex features into clear, prioritised tasks, balancing scope, risk, and production timelines.
  • Mentored junior and mid-level team members, adapting leadership style to experience level.
  • Contributed to hiring through interviewing, skills assessment, and candidate feedback.

Collaboration & Knowledge Sharing

  • Worked closely with artists, engineers, designers, producers, and co-dev partners.
  • Participated in feature reviews, technical breakdowns, and art reviews.
  • Produced and led internal learning sessions and creative tech summits to improve cross-discipline visibility and sharing.

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