EA Sports WRC: Assisted with developing the vehicle pipeline from a proprietary engine to UE4. I was responsible for creating a benchmark car for pre-production, defining polycount, material usage and techniques. Documenting new and current pipelines and liaising with Tech Art to develop production tools along with testing. Spearheaded the creation and maintenance of shaders and materials in Unreal used by the vehicle team. Directed junior staff on best practices and feedback, along with helping to debug production issues and produced game assets.
GRID: Responsible for creating new vehicles, as well as bringing vehicles from older/other franchises and bringing them up to project specification. This includes car modelling, texturing, set up and polish.
Working on Fishing Sim world creating; Boats, Engines, Rods and Reels. Occasionally working on environments and populating lakes with scenery, and providing support/feedback to outsourcers.
Working on the Train Sim World franchise, creating locomotives and rolling stock for DLC products. This involved reference gathering and leasing with the vehicle set up team, along with talking with route and game designers, detailing what the locomotives do and what features they would like to have access to.
Working on the Train Simulator 20XX franchise, creating locomotives and rolling stock for DLC products.