plus of course resume at the bottom..
I was born in Harlow, Essex, England. I began learning to draw mainly from comics, and then had art lessons at a fairly early age.I pretty much taught myself illustration from art books, and studied Architecture at Nottingham University. I did a few different jobs in Nottingham - for a local architects practice, then as a model-maker... I did freelance illustrations - for book covers, Games Workshop, etc. and generally struggled to make a living...
(incidentally I'm after Mr. Clarke's e-mail address, so if you happen to have it, let me know)
Then I was sucked into the games industry and hired by CORE DESIGN, located in neighbouring Derby.
At Core I worked on Curse of Enchantia (PC and Amiga) - painted all the digitized backdrops for this humourous if somewhat bizarre monkey-island style graphic adventure.
Then I designed a follow-up sci-fi graphic adventure called Universe (PC, Amiga and CD32) based on a film-script idea I'd been working on. We had a very small team so I acted as producer, designer and art-director as well as painting all the backdrops and creating the main rotoscoped character animations, using mainly DPaint and Brilliance. This game was the first and only adventure ever to run in 256 colours on a standard A500. Considering our tight budget for a game like this we were very pleased with the reviews, which went as high as 93%!
While at Core I also co-designed a Doctor Who 3-d adventure for Sega which unfortunately never came to be, since the BBC were asking too much for the licence after all... Working at Core was a fun experience - I was thrown in at the deep end, luckily swam (some didn't) and got to work with some great, if mad, people in a very 'non-union' style where it was possible to contribute in many areas of production.
Core is now part of EIDOS
I then went to SONY COMPUTER ENTERTAINMENT in London where I worked primarily with Softimage on Silicon Graphics. My first mini- project there was a pre-rendered Playstation demo sequence (flying inside PSX into 'sonyworld')
Worked on a cyberspace shoot-em-up (bit like Descent) which got to the stage of a real-time PlayStation prototype, but it got shelved. It had a unique visual style for PlayStation - lots of grid lines and gouraud-shading, reminiscent of Tron.
Co-designed an ambitious futuristic 3-player beat-em-up called Mean Arenas.. here is a Samurai, least outlandish of the real-time fighting characters we mocked up for the prototype..
**PORSCHE BOXSTER CHALLENGE**
Then was draughted onto the Porsche Challenge racing game (PlayStation) - converted CAD model of the Boxster to low-poly models using Alias Power Animator and built/texture-mapped real-time environments such as this 'Bay City' example.
It was interesting to come from a small developer to one of the huge corporations and see how a big publisher like Sony works from the inside...
While there I co-designed a fairly epic sci-fi game with Dan Malone called RESISTANCE about alien invasion.
Also at Sony I created a cartoon strip called 'POLYGON REDUCTION MAN' for their Newsletter
SYSTEM 3 ARCADE
**LAST NINJA 3D**
I did a brief stint at System 3 Arcade in Harrow, where I worked on the early development of a 3-d version of Last Ninjafor PlayStation.
Freelanced on 'special projects' film concepting for HASBRO KENNER:
Visual and story development for various film/merchandising cross-overs where Hasbro and movie strudios such as Dreamworks collaborate on project development. Including character, costume,vehicle designs for 'Superman Lives.'
Here's mock-up they did from one of my 'mech' robot designs - it was a bit rushed by the model makers but you get the general idea..
And of course most recently I have been working on T'AI FU and TRESPASSER
I AM currently looking to get hired, so here is my
VISUAL DESIGN & CONCEPTING
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