CSR3
Worked on the mobile title CSR3.
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 full stack prototyping, real-time workflows, tools, visual systems and performance optimisations.
I’m driven by the same challenge wherever it appears: take a complex idea, prototype and iterate the art & UX, solve the technical problems behind it and turn it into something functional and tangible for end users.
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, Vibe-code iterations, 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.
Custom editor tools and workflows, asset processing automation and best practices documentation. Ability to learn and apply new technologies quickly.
CMS layout mindset, creating structures populated dynamically via code injection.
Unity Profiler, deep memory diagnostics, overdraw analysis, polygon reduction and platform testing.
Explore my latest representative projects and technical art capabilities across AAA mobile titles, real-time systems and personal experiments.
Worked on the mobile title CSR3.
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.
GolfTracker is a personal exploration into SwiftUI and Vibe development, marrying iOS and Apple Watch apps to track and record golf shots. A developing automatic shot detection system with GPS and digital crown controls to record golf shots, and generate recountable GPX/map summaries.
Deployed a localized, open-source AI assistant (Ollama) within Xcode on a Mac Mini, accelerating development iterations with zero token costs and complete data privacy.
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.