
Since then, I’ve worked at EA’s Firemonkeys on a couple of mobile racing titles, Need for Speed: No Limits and Real Racing, as a level artist. Unfortunately, the project was canceled and the studio closed. After Transmission, I worked at a small indie studio called End Game Studiosas an environment artist, before doing a brief stint at Visceral Games’ Melbourne Studio who were working on a third person console title. Transmission Games was one of them: they ran into financial difficulties and closed.

Game dev can be a volatile career and I’ve worked for a few companies that have closed their doors or have let the staff go.
WARHAMMER 40K ART FULL
I then went on to work on a World War 2 flight game called Heroes over Europe. It was developed for PS3 and Xbox 360 and it was a huge leap: I went from texturing environments with only 4-bit colors to now having full color, spec, and normal maps to play with. The first project I worked on was for PS2 back in 2006, called Heatseeker: an arcade flight game that used the film Top Gun as an influence. I was lucky enough to have one of them help land me a job. They were doing some really interesting and cool work and some had gotten jobs in the industry. When I was at university studying an Interior Architecture and Design Degree, I had some friends who were studying art and using game engines as a medium. In my case, it was an RTS called Dawn of War, which I’m sure you’re familiar with.

These all made a very big impression upon me! Like a lot of artists from that period, I got into the industry through modding. I’m old enough to remember playing Wolfenstein 3D, Prince of Persia and the very first Unreal when they were released.

I’ve been working in the game development for over a decade, having landed my first job at a studio called Transmission Games who developed flight and sports titles. I am an environment artist living in Melbourne, Australia.
