Pivotal Games 2001 - 2008
Held many varied roles including team lead, technical artist, environment artist and ran training programmes.
                
                
                  
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            Managed (and worked in) vehicle team
                
              
                
                
                  
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            Authored 3dsmax procedural textures
                
              
                
                
                  
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            For fast RTT from hi-poly models with no UV's
                
              
                
                
                  
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            Workflows that predate Substance Painter
                
              
                
                
                  
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            Built and lit Sawmill level for Denied Ops
                
              
                
                
                  
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            Heavily involved in technical pre-production
                
              
                
                
                  
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            Wrote a "volumes guide" to speed production
                
              
                
                
                  
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            Led a team of 3 plus induction of new hires
                
              
                
                
                  
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            Built a lot of the castle level 
                
              
                
                
                  
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            Wrote "Light Manual" to improve production
                
              
                
                
                  
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            Built the distant vistas for all levels of Denied Ops
                
              
                
                
                  
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            Designed and built forest level for Global Terror
                
              
                
                
                  
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            Was Jim's (MD) favourite level
                
              
                
                
                  
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            Major contributor to improve art pipeline
                
              
                
                
                  
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            Created many moody environments
                
              
                
                
                  
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            Tasked to "make jungles work" for Conflict Vietnam
                
              
                
                
                  
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            Created system of jungle sets and walls
                
              
                
                
                  
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            Built vast tracts of jungle, ruins and rivers
                
              
                
                
                  
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            Jungle system was used throughout the game
                
              
                
                
                  
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            Built 2 levels for Great Escape & helped on many others
                
              
                
                
                  
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            Pioneered better ways to work occlusion engine
                
              
                
                
                  
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            Built Training for Desert Storm 2
                
              
                
                
                  
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            Built Oil Refinery for Desert Storm 2
                
              
                
                
                  
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            Built miles of desert and cliffs for Desert Storm 2
                
              
                
                
                  
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            Built urban environments for Desert Storm
                
              
                
                
                  
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            Built vast tracts of desert and cliffs
                
              
                
                
                  
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            Was with Pivotal Games throughout most of it's life
                
              Microprose/Hasbro 1993 - 1999
Started as a Junior Artist. Took on many core production roles and was promoted to Lead Artist.
                
                
                  
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            Level design, game design and animation for Boulderdash
                
              
                
                
                  
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            Built multiple X-COM Alliance texture sets
                
              
                
                
                  
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            Designed and built all multiplayer levels
                
              
                
                
                  
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            Designed and built the weapons and FX
                
              
                
                
                  
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            Pioneered pre-production for XCOM Apocalypse
                
              
                
                
                  
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            Lead Artist with a team of 20 artists
                
              
                
                
                  
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            Designed/built auto workflows to speed production
                
              
                
                
                  
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            Produced countless isometric blocks
                
              
                
                
                  
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            XCOM Terror From the Deep
                
              
                
                
                  
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            Animated all the aliens
                
              
                
                
                  
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            Designed and built all weapons
                
              
                
                
                  
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            Built a variety of level graphics sets
                
              Pre 1993
Earliest game of note was Last Ninja 3 on the ST & Amiga
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