about
A career focused on building visual direction, leading teams, and delivering cohesive player experiences.
experience
21+ years
location
West Sussex, UK
opportunities
Available
overview
Over 20+ years, I’ve worked across concept, production, and art direction, leading teams and shaping visual identity on large scale strategy titles.
My focus is on clarity, alignment, and delivering work that holds together from early concept through to final production.
project list

TW: Warhammer 40,000
Project Art Director: 2021 - 2026
Led visual direction across environment, character, and VFX to adapt the Warhammer 40,000 IP into a cohesive Total War experience
Established scalable visual systems that improved battlefield readability and supported large-scale combat clarity
Aligned multidisciplinary teams around a consistent visual language, ensuring quality and cohesion across production

TW: Elysium
Project Art Director: 2019 - 2021
Defined visual direction for a digital card game, improving gameplay readability and UI clarity across mobile platforms
Refined visual hierarchy and feedback systems to support player understanding and moment-to-moment decision making
Guided teams through production and iteration, ensuring the visual direction remained consistent across live development

TW: Arena
Project Art Director: 2013 - 2019
Established visual direction for a live-service multiplayer strategy title, focusing on readability and long-term scalability
Reworked visual systems to improve clarity in large-scale battles and support spectator readability
Maintained consistency across evolving content, ensuring new features aligned with the core visual direction

TW: Rome 2
Lead VFX Artist: 2011 - 2013
Rebuilt VFX tools and systems to modernise the Total War particle pipeline, improving scalability and production efficiency
Established a new quality bar for VFX across the series, elevating visual clarity and consistency in large-scale battles

TW: Shogun 2
VFX Artist: 2010 - 2011
Maintained and evolved the established VFX quality, ensuring consistency across core game and expansions
Contributed to art direction on Fall of the Samurai, helping define visual tone and direction for the standalone experience

TW: Empire
Associate Technical Artist: 2007 - 2010
Took ownership of environment construction pipelines, building battle map templates used across the entire game’s battle environments
Developed workflow tools and scripts to improve efficiency and support large-scale environment production
core strengths
Art direction and visual systems
Cross discipline leadership and alignment
Visual clarity and gameplay readability
Supporting teams through production and iteration
Translating complex ideas into cohesive player experiences
speaking & collaboration
Internal art direction and production talks across teams
External discussions and presentations on art direction and visual development
Industry engagement through interviews and collaborative sessions