Little know fact...
I started in the entertainment industry as a 3D Artist way back in the year 2000.
These were the days of "low ploy modeling" with many restrictions level of detail. These early days taught me the value of economy of detail, doing "more" with "less" as in-game models were around 200 polygons or less!
Soon after this project completed I joined Warthog Games in Manchester and got the opportunity to work with some stellar talent on BattleStar Galactica. As the technology progressed so did the level of detail. Here is some of the artwork I created for this title:
During this time I also began to release my own versions of existing characters on the CG forums, I loved interpreting existing designs and putting my personal spin on them. My goal with this work was to showcase my painting and art style and share my geometry workflow, revealing what could be done with a limited number of polygons and texture resolution.
This work was well received online and opened up new opportunities for me abroad, I had my sights set on living in Los Angeles and working for a big entertainment studio. After much work and perseverance I applied to EA games in L.A. and in January of 2004 I was offered a position at Electronic Arts as a character artist on Golden Eye.
Shortly after joining EA I began working on in-game character models for Golden Eye applying all I had learned...
After the completion of this project I was offered a position as senior artist on Medal Of Honor - Airborne in 2005. The increase in graphic processing allowed us to push the level of detail and artistic execution for this project.
Upon completion of this project and with an expanded skill set I began to focus on the "conceptual side" of game development.