Panasonic NV-M3 Camcorder

Game-ready "Hero Asset"

Panasonic NV-M3 Camcorder game-ready hero prop

The high poly version was 7.4M tris, with the final version being 53K tris, using 3 texture sets downsampled to 2K. I wanted to push my hard surface modelling skills with this short project, by attempting to create a realistic real-time model of an NV-M3 camcorder. I used laser and photogrammetry-based scans of the device as reference, modelling both high and low poly versions of the asset in Blender before texturing using Substance Painter.

 UE 5.3     Blender     Substance Suite     Marmoset Toolbag     Corel Suite 

Digital Salmon

Ford Explorer™ - Virtual Test Drive

The Ford Logo and CX740S are the property of The Ford Motor Company

Working with the amazing team at Digital Salmon and in collaboration with Imagination, we created the Ford Explorer - Virtual Test Drive.

This pixel-streamed driving experience and car configurator is a "world-first", built using Unreal Engine 5 and premiering as part of Ford's virtual launch event.

Take the Ford Explorer for a drive using the link below.


Predator Bow Remake

'Fanart' recreation of the Predator Bow from Crysis 3

Produced as part of a Lvl 6 Advanced Hard Surface module at Staffordshire University. This <30K tri model is a "game ready" asset, based on in-game reference and concept art of the Crysis 3 Predator Bow.

Modelled and UVd majoritively in Blender, textured in Substance Painter, rendered in both Unreal Engine and Marmoset Toolbag.

The asset makes use of a single 4K texture set, and has been created with appropriate animation taken into consideration.

 UE 5.3     3ds Max     Blender     Substance Suite     Marmoset Toolbag     Corel Suite     Adobe Suite 

Hertfordshire University

ULTOR - Interactive Game Preview

Rookies Draft Selection 2023

Ultor is a narrative-focused interactive game preview with an emphasis on aesthetics and final capture quality. It was created by a small group of students including myself.

As Technical Director of the project I was responsible for a variety of components, including the Quick Time Event and Interaction systems. I was also responsible for UXUI, a selection of Shaders and effects, rendering along with rendering profiles, in-engine cinematic work, post-processing, grading and editing. While also providing and maintaining suitably designed pipeline and workflow practices, to limit potential issues.

 UE 5.0     Maya     Blender     Substance Suite     Corel Suite     Adobe Suite     DaVinci Resolve 

An efficient, customizable set of vending machine assets I created using Unreal Engine 5.0. It makes use of Construction Scripts, LODs, packed textures, and optimised materials.

 UE 5.0     Blender     Corel Suite 

Hertfordshire University

Working with a talented 4-person team of 2nd-year university students we created Kularos, an interactive game preview built using Unreal Engine 4.26.

I was responsible for the visual effects, interactive elements, functionality, UXUI, menu systems, project-wide optimisation, and blueprints.

 UE 4.6     Maya     Blender     Substance Suite     Corel Suite     Adobe Suite     DaVinci Resolve 


 Projects past this point are less relevant, and/or are significantly older. They have therefore been archived and are accessible using the link below.