After college I went freelance as an illustrator, producing published pieces and private commissions, and spent some time as a fine artist. During this period I started to get into 3D and, like quite a few people, I'm self-taught and would spend hours of my spare time learning how to model and found it really addictive. I decided at this point that this was what I really wanted to do, so I got a job at Codemasters as a 3D generalist and that's where my career in 3D began.
What do you feel were the most valuable lessons you learned during your first job at Codemasters?
I learnt so much in my first job. I learnt to be very humble; there are so many talented people in this industry and no matter how much you think you know, there are always others out there that know a lot more than you. I absorbed and learnt as much as I could from those around me. The biggest lessons was good working practices and time management, which I still feel are so important especially when you are constantly working to tight deadlines.
Having been in the industry for the past 10 years, where would you say art practice has evolved the most from the perspective of a character artist?
When I began I was working on very low poly meshes and, in a way, you had to be a lot more creative to get the best out of the limitations you had at the time. Due to the increase in technology, things have become a lot more demanding, especially in terms of level of detail and quality. Adding software like ZBrush and Mudbox into the pipeline and creating high resolution meshes has added a whole new dimension to the job.