Falmouth University

Application for the role of Lecturer / Senior Lecturer: Game Art

Thank you for taking the time to read my curriculum vitae and cover letter, which are available from the links below. As this website showcases my work from a variety of fields, I have prepared this page with samples that relate specifically to game art and education.

Towards the end, I have included additional content that though not strictly related to this role, demonstrates my passion, knowledge and experience with game art.

I welcome you to both explore the rest of my website at your leisure and likewise, to please get in touch if you’d like to see further samples.

Thanks again.

Blockouts and Prototyping

I highly encourage students to experiment with ideas in the simplest forms possible. Environment blockouts, gameplay prototypes, low polygon character models, anything which helps artists quickly express, but also iterate upon gameplay and artistic principles.

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Gameplay prototype. We collaborated on the movement design, I created the weapons and enemy types.

Gameplay prototype. We collaborated on the movement design, I created the weapons and enemy types.

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Movement prototype. I established the core systems and functionality, which the developer implemented and improved upon.

Movement prototype. I established the core systems and functionality, which the developer implemented and improved upon.

Illustration

I have included these samples to demonstrate my flexibility and comfort when working with different styles, or conceptualising in freehand.

Game art and level design

I first started learning game art pipelines back in 1998 and have been developing side projects ever since. Most of these have been small prop tests and environment designs across Source, Unreal Engine and id Tech.

Lighting and Cinematics

I began experimenting with and learning more about realtime lighting shortly after I started work at the University. I've since assisted numerous students with lighting in their own environments and as time has gone on, have incorporated a broader range of cinematic principles.

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A technical test to see how well a traditional action cinematic could be adapted to <em>only</em> use charcter POVs and a basic, unchanging lighting setup. I was responsible for cuts, pacing and partial lighting.

A technical test to see how well a traditional action cinematic could be adapted to only use charcter POVs and a basic, unchanging lighting setup. I was responsible for cuts, pacing and partial lighting.

Asset generation from physical media

An important element of my work at the University, is on the creation of game assets from real world objects and data.

This was originally focused on motion capture but has since moved into close range photogrammetry and laser scanning. My general approach has been to incorporate these into traditional pipelines of modeling and texture painting, encouraging students to build on a strong fundamental skillet.

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. These have primarily been motion capture, laser scanning and photogrammetry labs.

Writing

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.