Game art

Lighting and Cinematics

Videogame Blockouts and Prototyping

Asset generation from physical media

Educational development and delivery

I have overseen the planning, development and installation of facilities, that have cultivated the expansion of teaching pipelines and student opportunities in respect of Game Art at the University.

This includes the Motion Capture Stage which expanded from eight to twenty four cameras, including LOBO structures for more advanced performances and real-time integration with VR for Hyper Reality game development.

I also oversaw the establishment of our laser scanning facilities and advised on teaching pipelines to utilise the technologies for game asset creation.


On my website, I maintain a blog which often delves into various aspects of games design and development. While this is primarily out of personal interest, many of our students and academic staff have incorporated my writing into their own work.