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Employed by Sony Computer Entertainment Europe (SCEE) in London, where I'm currently technical artist on an undisclosed project.

In the first four years I focused on producing high-quality vehicle assets for premier games titles on the PS2, PS3 and PSP.
Responsible for all aspects of the vehicle pipeline on the PS3 for two triple A titles, where I also built production support tools and provided support for vehicle technology on other teams. I was in charge of project management & scheduling and creating specifications documentation for external development.

In the past I have been responsible for the complete development cycle of all vehicles, FX and front-end icons for SCEE’s “Gangs of London” on the PSP.

I am also a contributing editor to 3D World Magazine.

Work Experience    
08/2004 - present Senior CG Artist
Sony Computer Entertainment Europe (SCEE), London, Great Britain

(Not Announced) – PS3, currently in development
Identify major workflow issues, design and implement solutions through scripting custom tools.
Ensure software updates are rolled out to team and all assets are exported and functioning.
Analyse requirements for project and promote existing technology.
Technical support for artists / animators / designers.
Provide guidance for best working practises to artists /designers.
Design and write tutorials & articles for professional industry magazine.
Representative in game technology meetings, communicating art director's feature requests, QA, schedule for SDK releases.

Eight Days – PS3, 09/2007-06/2008,  project not completed
Created complete development pipeline for all vehicles, from setting visual bar to producing functional prototype and preparing for outsourcing.
Set up layered shaders to increase efficiency in environment artist workflow and provided support for game build, reporting to Technical Art Lead.

The Getaway 3 – PS3, 02/2006-09/2007,  project not completed
Responsible for all aspects of the vehicle pipeline, this includes building production support tools (mel scripts), developing rigs, providing support for vehicle technology for other teams and creating specifications documentation for external development.

Gangs of London – PSP, published 2005
Responsible for complete development cycle of all vehicles, FX and front-end icons.

The Getaway 2: Black Monday – PS2, published 2004
Modelled, textured, rigged vehicles in Maya. Freelance before accepting full-time position.   

 
04/2003-07/2004 CG Artist
Gameworld Seven Ltd, Wales, UK

Need for Speed: Underground - Electronic Arts, published 2003
Created vehicles and multiple levels of upgrade kits in 3ds max.

TT Superbikes - Jester Interactive, published 2003
Modelled, textured, rigged motorbikes and traffic vehicles.

Barbie Horse Adventures: Wild Horse Rescue - Blitz Games, published 2003
Texture placement for 20+ environments using bespoke software, created texture overlays.

 
     
Education    
1998-2001 Bachelor of Arts (Hons) in Creative Visualisation
University of Teesside, North-East England, UK
Specialised in 3D Computer Animation, including:
· Year 1: Programming, mathematics, imaging, communications
· Year 2: Compositing, sound production, multimedia development, web design
· Year 3: Imaging, compositing, web design, programming
 
1988-1998 German equivalent to A-Levels (Abitur)
Schoenbuch Gymnasium Holzgerlingen, Germany
 
     
Published Articles    
03/2008 3D World Magazine, UK - Expert Q&A (Rendering Wireframe in Maya)
· Plan step-by-step guide
· Write description for each step
· Create screenshots and example renders
 
12/2006 3D World Magazine, UK - Lead Tutorial (Next-gen modelling Part Two)
· Negotiate brief, set project schedule
· Create vehicle textures & apply with UV sets
· Plan step-by-step guide
· Write description for each step & introductory text
· Arrange & render opening high-res image (2-page spread)
 
11/2006 3D World Magazine, UK - Tutorial (Next-gen modelling Part One)
· Negotiate brief, set project schedule
· Create vehicle blueprints & vehicle model using Sub-D Surfacesrfaces
· Plan step-by-step guide
· Write description for each step & introductory text
· Arrange & render opening high-res image
 
08/2006 3D World Magazine, UK - Software Review (Turtle v3)
· Review software based on game-art specific functions
· Ambient and reflection occlusion, surface transfer, normal maps
· Write review, create example renders
 
     
Related Experience    
1995-2003 Tools Development (Part Time)
STAR Translation Technology, Boeblingen, Germany
· New product support tools for BMW’s online quality management programme
· Programmed using Visual Basic
· Updated and maintained project overviews
· DTP, editing, quality management

 
2002 Database Administration (Contract Position)
Rothschild Australia, Sydney, Australia
· Audited and updated Rothschild’s internal Contacts database
· Created concise Excel spreadsheets, communicated with clients
 
2001 User Centered Design (Internship)
IBM Germany, Boeblingen, Germany
· Created 3D animated activity indicators, icons and websites including user forms
· Developed and structured graphics database using Lotus Notes
 
     
Languages    
English / German Bilingual

 
French Basic knowledge, five years at grammar school
 
     
Interests    
Sports Currently member of local Triathlon Club (incl. taking part in local races)
London Marathon (Finisher)
Member of and driver for University Volleyball Team

 
Music Piano (playing for local bands, theatre and at social functions for schools)
Computer Music (recording using keyboards & sequencer software)
 
     
2010- Steven Kent :: CG Artist / Game Development