cv

mobile: 07889 129801           email: iain@no-limit-fx.com 

You can download my CV as a PDF or Word file.   (right click and save.)                     

About:

A senior graphics artist with a wide range of experience in the TV, film and games industries. Continued artist progress and ongoing skills development. Able to work on own initiative, lead a team or work as part of a team. Proven motivation to create high quality work within deadlines, good problem solving skills and calm under pressure.

Roles and Responsibilities:

I have been involved in a variety of work areas.

·          Content creation, 3d modeling, texturing, and vfx.
·          2d artwork and compositing.
·          Project and game development.
·          Pre-viz experience.
·          Lead role, mentoring and staff supervision.
·          Direct client and vfx supervisor contact and meetings.
·          Scheduling for project quotations and timescales.
·          On set / shoots for info, ref photo’s etc.

Skills:

·          Maya                                                  ·         Modo / 3ds Max  
·          Photoshop                                       ·         Zbrush / Mudbox                                              
·          After Effects / Shake                       ·          Fusion
·          Premiere / Sony Vegas                   ·     Renderman / Ext Renderers   
                       
A wide range of general computer and software knowledge.
Sketching and design skills.
Photography, editing and camera operation.

Experience:

Senior Artist – Cohort Studios, Dundee, May 2010 – July 2010 (Contract)

·          General 3D content creation and tech setup.
·          Modeling, texturing, layout and level setup.
·          Mudbox / Zbrush texturing and normal maps.
 
·          Problem solving and optimisation..  
               

The project is an upcoming headline release for Sony called The Shoot for the new PS3 Move motion controller.

The game takes place within theme park realistic movie sets.
Blast your way through fully destrucible environments and characters playing with
style as well as accuracy.

Senior Artist – Ruffian Games, Dundee, Jan 2010 – May 2010 (Contract)

Working on Microsoft's soon to be release title for the Xbox360.

Crackdown 2 is an open world multiplayer experience allowing freedom to explore, destroy, and play your way as you restore justice and peace to Pacific City.

I created the animated Ruffian Identity Intro at the start of the game. Using a mixture of 3d animated effects passes, 2d artwork and compositing. Click here to see the animation in the gallery section.

I designed a series of video and intro screens re-purposing characters, vehicles, environments and weaponry from the game. Also combining animation, shading, particle and 2d effects for the final results.

Software used: Maya, 3dsmax, Mental Ray, Photoshop and After Effects.

Senior Artist – Cohort Studios, Dundee, June 2009 – Dec 2009 (Contract)

·          General 3D content creation and tech setup.
·          Environment, vehicles, props and dressing generation. 
·          e.g. New York themed subway station, including train interior and lighting etc. .
·          Physics destruction to sets and props.
·          Modeling, texturing, layout and level setup.
·          Mudbox / Zbrush texturing and normal maps.
                

The project is an upcoming headline release for Sony called The Shoot for the new PS3 Move motion controller.

The game takes place within theme park realistic movie sets.
Blast your way through fully destrucible environments and characters playing with
style as well as accuracy.

Previz Artist – Nvizage, Pinewood Studios, Feb 2009 – May 2009

A member of the Previsualization team, working directly for the production of Gulliver’s Travels.

·          Character, environment and prop creation, modeling, texturing and basic rigging.
·          Blocking and animating characters, props and cameras based on storyboards.
·          Shot creation and scene layout.

Lead Artist – Super Umami, Stirling, Jan 2007 – Nov 2008

Super Umami is a production studio producing CG animation for television and film.

I worked on a number of projects as a hands on lead artist.
A core member of the production and pre-production team, involved in all the build, rendering and composting aspects of the projects. I setup the model build, lighting and render pipeline, utilising a modo / maya / renderman / fusion setup.  

·          Created sets, characters and props including modeling, texturing and lighting.
·          Rendering and compositing.
·          Created particle and general effects.
·          Researched and implemented the 3D look of the shows.
·          Supervising and mentoring junior staff.
·          General assets review and setup, project pipeline.

Project highlights

One Star is an animated sitcom pilot.

I was involved in the project from the pre-production stage to final delivery.
I created 3D sets and characters. I setup the general 3D method for the show and the master lighting and rendering pipelines. I composited a selection of the final shots.
This was a full 3D project of 29 minutes duration.

KNTV Philosophy is an animated TV show of 10 episodes and 90 minutes CG footage.

I created the central TV set including modeling, texturing and prebaked lighting and addition props and effects. I setup the character lighting, render method and composited the majority of the final shots.

Additional projects:

KNTV Sex:       Project workflow, master lighting and rendering method, compositing.
                     Third series of ten episodes containing 90 minutes 3D animation.
Watch Enjoy:  Created sets, master lighting.
Slabovia TV:   Character modeling, texturing and shaders.
Siverburn:       Dynamics effects, model shading, lighting and rendering of this TV add.
Puddleducks:  70 second 3D pilot for TV show. Environment modeling and texturing.
                     Water simulation, rendering and particle effects.
                     Project lighting, rendering and compositing.

VFX Artist - Axis Animation, Glasgow, Sept 2006 – Dec 2006

The Heavenly Sword project involved the production of 10 minutes (60 shots) of cut scene cinematics for this Ninja Theory / Sony PS3 Title.

I created a variety of effects passes for example ground dust effects, battlefield smoke & crowd dust, atmospherics and blast rings.

Senior Artist - Codemasters, Leamington Spa, March 2006 – Sept 2006

A member of the high resolution team which provides rendered animations and stills for marketing, promotional and in-game purposes. Cross project work including character and vehicle based titles. Uutilising external renderers, advanced lighting, multiple passes and compositing.

This was a diverse role covering many areas of digital production including scene setups, environment creation, texturing and shader work, animation and camera work, concept artwork and 2d paintwork. It also required a good understanding of all the areas of in-game art, as assets along with models generated from scratch were used to create the final imagery.

Vehicle Lead Artist - Visual Science, Dundee, July 2003 – Feb 2006

I was responsible for the creation and setup of the vehicle assets.
Team lead, management guidance and scheduling.
CarmageddonTV is a car combat based high profile videogame project.

· 3D modeling, texturing & setup of main character vehicles.
· Development of vehicles from concept stage through to fully implemented production models.
· Animation & setup of weapons.
· Outsource and team supervision.

Lighting Compositor - Absolute Studios, Glasgow, January – June 2003

3D Layout, technical animation, lighting, rendering & compositing of final shots.
TV series incorporating live action & actors with animated CG characters.

3D Animator - Double Negative, London, Aug – October 2002

Previz animation on the Nautilus submarine sequence for “The League of Extraordinary Gentlemen”.
Submarine and camera animation, creation of a sequence of shots, completed in Maya.

3D Artist - Mill Film - Soho, London, May - July 2002

Relocated to the Soho based facility of Millfilm. Projects included James Bond: Die Another Day and Harry Potter and the Chamber of Secret. RnD & Scene layout.

Supervising Artist - Mill Film / The Magic Camera Company, Shepperton Studios
                                                                                          March 1997 – May 2002

I was a member of the core 3D team. Working in all the areas of 3D and more general production. e.g. Previz, model builds & texturing, animation setup & animation, lighting and rendering . Also effects generation, 2D paintwork and test composites. I was also involved in project planning, client contact, on set when required and freelance and junior staff supervision. The company also had a stage, motion control and camera equipment for practical effects and model shoots, which I was also had experience with.

Projects highlights

K19: The Widowmaker rendered previz of submarine animations. These were used as a basis for full CG shots & the shooting of miniature models. CG underwater environment and effects were added to a miniature sub that was shot “Dry for Wet” on a stage. CG submarine model builds. Sub/environment interaction elements creation. Bubbles & prop wash particle work. On set for reference, information etc.

Tomb Raider exploding temple sequence. I built a CG facsimile of the temple from blueprints and reference photography I took. This was used to add CG effects to the motion control plate and create lighting passes etc. 3D digital birds and people were added to the shots.

Bond 007: The World is not Enough 65 shot Pipeline (bomb) sequence. CG integration with live action (blue screen) and full CG shots. 3D modeling of craft & tunnel, texturing, lighting, effects animation (e.g. sparks) and animation of shots. Tracking and test composites. On set for reference and information etc.

Created PitchBlack 3D model of skiff ship working from blue prints to match full scale physical set model. Texturing of ship & planets. Ships wing burn effects animation. Animation of craft & camera work. Alien planet effects such as lens flares etc.

One of the core team for Lost in Space who produced the opening 60 shot Bubble Fighter sequence. Animatics, design work, 3D models, texturing, lighting and animation. Multiply 3D package integration, test comps, working with live action, motion control data, and physical model elements. Digital characters/puppets & effects animation. Render management.

Additional projects:

BT Innovation Centre: Supervisor, main artist, created 3 minute CGI space film.
Tomb Raider 2: Particle effects & RnD. For an underwater craft sequence.
Shipping News: CG set extension of partly built house.
Pluto Nash: Previz, hero vehicle build, animation & lighting, 100+ shot sequence.
Mission Impossible 2: Previz modeling and animation.
Stranger Than Fact: On set & project supervisor, 3D octopus, rendering & effects.
Enigma: Previz, modeling, texturing & rendering, test comps.
Octopus: Rigging & animation, effects animation, texturing, lighting & rendering.
IMAX: BFI cinema cosmic pullback intro, 3D cam move on 2D artwork & 3D effects.
Aquila: BBC TV Series: Animation, 3D landscapes, live plate integration & effects.
Mitsibishi: 3D modeling, texturing, lighting and animation for this car commercial.

3D Artist - Hasbro Interactive, Feb 1996 – Feb 1997– Battleship (PC game)

·  Design, modeling and texturing of Battleship, F18’s etc.
·  Choreography and production of animated sequences.
·  Effects and particle animation.
·  Lighting and Rendering.
·  Additional work, compositing, retouching, palette reduction.
·  Promotional visuals.

Education:

MA Multimedia Design - DeMontfort University, Leicester, October 1994 – February 1996

BSc (Hons) Industrial Design - Napier University, Edinburgh, Sept 1987 – July 1991