[ImmTech Simulation] Caterpillar 797F [ImmTech Simulation] Caterpillar 6060 Excavator [ImmTech Simulation] Caterpillar 6060 Shovel [ImmTech Simulation] Hitachi EH4500 [ImmTech Simulation] Custom Mine Sites
Damage Inc. Pacific Squadron WWII
[Damage Inc. Pacific Squadron WWII] In-Game Shots [Damage Inc. Pacific Squadron WWII] AIF Tank [Damage Inc. Pacific Squadron WWII] IJN Type 96 25mm AA [Damage Inc. Pacific Squadron WWII] Payloads [Damage Inc. Pacific Squadron WWII] USN HQ
Janes' Advanced Strike Fighters
[Unity Store] Aircraft - Original Aircraft Design X12 [Unity Store] Vehicle - Bike [Unity Store] Character - Mech [Unity Store] Two Cars Pack [Unity Custom Item Pack] Air Born
[Personal] Creature - Snuffle [Personal] Aircraft - F22 [Personal] Envrionment - Nusfjord
Dead End - Mod
Shadow - Unreleased Game
Hi, I'm Tim. I am an experienced artist who has worked on projects both large and small. I'm extremely passionate about videogames and with creating the highest quality art. I always strive to push forward both my technical understandings and artistic skills in order to reach this goal.
I posses strong communication skills that allow me to be highly effective in team based environments. I am also self motivated which allows me to adapt well to any production challenges I may face.
ANIMATION & DESIGN ACTING DEPARTMENT COORDINATOR / SENIOR ANIMATION & GAMES LECTURER at:
SAE INSTITUTE PERTH
2014 - Present
Leading a team of creative professional mentors/facilitators to engage students in live projects simulating aspects of CG art/animation production, graphic design work and games development pipelines to train students to become successful industry practitioners. Additional responsibilities include creating national level CG centric curriculum to align the student projects towards current and future industry practices, being a key member on SAE’s national Animation Program Committee.
FIELD 3D DEVELOPER at:
2012 - 2014
Developing Custom Mine Sites (CMS) as per customer guidelines using photo references to build/texture/implement 3D scenes and assets for use in trainer simulations. In-House developed and manufactured hardware and software bases. (SimEng - In-House real-time engine)
EXPERIENCED GAME / LEVEL ARTIST at:
TRICKSTAR GAMES/TRANSMISSION GAMES
2008 - 2012
Building & managing new terrains using GROME software. Building & managing assets, textures and working with designers on level layouts. Establishing lighting for environments. Final texture pass on assets (planes, buildings, vehicles, ships etc)