At Coatsink, I directed visual work across high-fidelity Meta Quest VR titles, leading a 16-artist cross-discipline team covering concept, character, VFX and environment. I set readability, lighting and performance standards from prototype through ship, and mentored the team.
At Rare Ltd, I personally built roughly 90% of Blast Corps’ levels and painted the cover art, while pioneering 3D world-building workflows for the Nintendo 64. I also built worlds for Conker’s Bad Fur Day and Perfect Dark.
Across Project CARS, F1 and DiRT, I contributed photoreal environment and vehicle art designed to ship within frame budgets. I’m comfortable working in Unity and Unreal Engine, and recently created environment art for an Unreal Engine vertical slice.

