CSR3
Worked on the upcoming mobile title CSR3, available in select territories.
Production, peer support, tech tooling, best practices & pipelines. VFX, HLSL, UI animation & tweening.
01 / About
Technical Art. UI Systems. Ambitious Visuals.
I’m a Senior Technical Artist with 25+ years of experience working between art, design and engineering, specialising in real-time workflows, tools, optimisation and visual systems for AAA games and commercial projects.
I’m driven by the same challenge wherever it appears: take a complex visual idea, solve the technical problem behind it and turn it into something artists can build and players can experience.
I learn by doing. I solve by building. I’m always looking for the next technical problem to solve.
02 / Specialisms
The focus is not only on making a feature work, but on making it understandable, repeatable, measurable and maintainable for the wider team.
UI & UX design and development. Studio-wide guidelines, mentoring, onboarding, Agile/Scrum and cross-discipline collaboration.
Unity, C#, JSON, Flatbuffer schemas, basic HLSL, custom editor extensions and data-driven runtime systems.
Audio triggers via timeline & code, Animator hierarchies, Tween scripting, UI particle systems and custom script callback animation flows.
Create custom Unity editor tools and workflows, asset processing automation and best practices documentation. Ability to learn and apply new technologies quickly.
CMS managed layout mindset, creating UI structures populated dynamically via code injection.
Unity Profiler, deep memory diagnostics, overdraw analysis, polygon reduction and platform testing.
Explore representative projects and technical art capabilities across AAA mobile titles and real-time systems.
Worked on the upcoming mobile title CSR3, available in select territories.
Production, peer support, tech tooling, best practices & pipelines. VFX, HLSL, UI animation & tweening.
Helped improve UI & UX for the $1B+ revenue, 180M+ player base of CSR2.
Worked on the introduction of dynamically populating horizontal gacha marketplace and a pooled scrolling system to improve UI speed.
Collaborated alongside UX & UI artists to develop core UI experience flow and templates for the multi-award winning & BAFTA nominated mobile title.
Creation of and peer support for, all UI experiences throughout the game, along with introducing screen and widget templates and best practices.
Oversaw the production and improvement of all Flash/ScaleForm GFx based UI assets for cross-platform online Poker and Casino, including PC, Mac, iOS and Android.
Engineered C# view scripts driven by Flatbuffer schemas so designer-configured data could populate and update screens from singular templates.
Built editor extensions to remove placeholder UI art during local saves and record GUID references into ScriptableObjects for screen layout design and review.
Created runtime overdraw visualisation and automated sprite polygon tooling, reducing unnecessary transparency and supporting consistent GPU and memory standards.
Combined Unity Animator hierarchies, scripted Tweening and callback-driven animation flows for smooth transitions and reactive UI state changes.
Implemented single-weight multilingual font sets with TextMeshPro variants and fallback systems to reduce licensing exposure and memory footprint.
Authored technical art guidelines, supported UI artist teams and mentored global across asset workflows, layout standards and build validation.
A career spanning over 25 years in AAA mobile games, interactive entertainment, commercial and private digital campaigns and large-scale eLearning systems.
UI pipelines and architecture for mobile titles including Dawn of Titans and the CSR Racing franchise; tooling, profiling, asset standards and mentorship.
Interactive UI architecture, API documentation tooling, local testing extensions and cross-platform casino experiences.
XML-driven presentation systems, multilingual campaigns, interactive tools and executive-facing prototypes.
Multidisciplinary interactive teams, Fortune 500 accounts and eLearning systems for UK law enforcement.
Product Design BSc 2.1 (Hons)
05 / Toolkit
I enjoy building artist-friendly tools, documenting workflows, and creating systems that are easy for a production team to adopt and extend.