Graduate of Games Design at Sheffield Hallam University. I have a passion for games and creating professional looking environments and props. I have experienced working as a prop modeller for a small indie company remotely, Fenrir Studios which has since disbanded due to unforseen circumstances. Currently working at Rockstar Games as a QA Tester but would love to move back into the Art and Design industry.
Working for a highly established games studio has given me a first-hand understanding of the
processes involved when taking a AAA game from development to launch in an industry
setting.
Key Responsibilities
• Testing ‘Red Dead Redemption 2’ to identify and recreate all classes of bugs within
the single player environment while adhering to specific control schemes and tasks
within the game as set by my lead.
• Ensuring that the Development Team are alerted to any issues within gameplay by
accurately documenting bugs encountered during testing. Diligence and effective
reporting are key in supporting the Developers to rapidly resolve bugs and deliver
the game to the high standard expected by the consumers.
Key Skills
• Understanding the Game process – Being involved in a AAA game has given me a
greater understanding of the level of detail and quality assurance required in the
design of the environment. This understanding is critical in any artist position as it
enables me to recognise the attention to detail that is needed to create such a
realistic and vivid world.
• Time Management – Being involved in the testing process during the crunch period
has instilled in me the hardworking ethic and ability to pick up new programs and
processes quickly which is vital in producing high-quality games. This skill
demonstrates my ability to work to tight deadlines and willingness to support the
wider team during a critical period in the process.
Working in a team of prop modellers for an international studio has challenged me with new tasks whilst simultaneously giving me first-hand experience of the industry.
Key Responsibilities
• Creating high quality assets in line with a brief in order to support the narrative of a new and upcoming sci-fi stealth game; using my initiative and creative vision to take elements from concept to creation. • Participating in weekly SCRUM meetings to share my personal contribution to the game and discuss improvements whilst critically evaluating the work of others.
Key Skills
• PBR Texturing - by thoroughly researching real world products and applying these features to my assets, I can recreate realistic textures which react accurately to the environments of the game. This is important as it will help to create an immersive experience for future players of the project. • Work Load Prioritisation – the need to schedule two jobs has taught me to become more effective in my personal organisation. By prioritising tasks and motivating myself to assign time to work on this venture enables me to achieve my tasks to a high standard whilst meeting the expected deadlines. Multitasking is vital in this industry as games designers can often be working on multiple props at onc