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Roo_VFX
Roo_VFX
Lead Artist
London, United Kingdom

Summary

I am an accomplished Lead Artist with over 13 years of experience spanning AAA video games, high-end commercial advertising, and Academy Award- and BAFTA-winning feature film visual effects. Notable credits include Avengers: Infinity War, Christopher Robin, and major live events for Fortnite and Pixar.
Beyond core artistic creation and technical leadership, I am committed to advancing studio pipelines, refining production workflows, and cultivating artistic talent. I actively mentor emerging artists, drive internal training initiatives, and engage in educational outreach to bridge the gap between academia and industry standards.

Having built a career from a non-traditional background through dedication and resilience, I am invested in fostering inclusive talent development and helping teams scale effectively. I am seeking a long-term staff position with an established studio where I can contribute to high-impact projects, mentor rising talent, and drive sustainable studio growth over the coming years.

https://www.imdb.com/name/nm9526240/
https://www.artstation.com/rooboy3d/profile

Skills

3D Modeling

Software proficiency

Maya
Maya
Modo
Modo
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer

Reel

Productions

    • Commercial / Advertisement
      League of legends
    • Year
      2016
    • Role
      Enviroment Artist
    • Company
      Scotland
    • Video Game
      Halo 4
    • Year
      2012
    • Role
      Enviroment Artist
    • Company
      Axis Animation

Experience

  • Lead Environment Artist at Axis animation
    Glasgow
    June 2022 - May 2024

    Lead environment modeller in charge of teams on a per-project basis. The role involved the day-to-day tasks of creating assets and renders for production, as well as team management and communication with Sups and clients to achieve the project goals

  • Senior 3D Modeler at MPC
    London, GB
    April 2021 - June 2022

    Modeling the best assets that can be created, working from concepts, scans, or any other kind of reference Working with TD's to improve and update the pipeline. Helping to teach and progress the team especially those in junior roles how to adapt to the industry and the differences moving between studios can bringModeling the best assets that can be created, working from concepts, scans, or any other kind of reference Working with TD's to improve and update the pipeline. Helping to teach and progress the team especially those in junior roles how to adapt to the industry and the differences moving between studios can bring

    Skills: Leadership · Hard Surface Modeling · Visual Effects

  • 3D Environment Artist at CCP Games
    London
    September 2020 - April 2021

    Creating 3d assets both high and low res. Normal baking and texture creation. Unreal build to add into the project as a wholeCreating 3d assets both high and low res. Normal baking and texture creation. Unreal build to add into the project as a whole

    Skills: Video Games

  • Modeler at Framestore
    London
    February 2017 - July 2020

    Working in the Film modeling department. Dealing with concepts, reworks, and Lidar to pipe friendly assets. Ensuring all models are suitable for their intended purposes and UV's are in place to smoothly move through the pipeline.

    projects completed-

    Tom and Jerry 2020

    A Boy Called Christmas 2020

    The King's Man 2020

    Wonder Woman 1984 2020

    Dolittle 2019

    Alita: Battle Angel 2018

    Fantastic Beasts: The Crimes of Grindelwald 2018

    Christopher Robin 2018

  • Enviroment Modeler at Interference Pattern
    Edinburgh
    September 2015 - March 2017

    Modeling both Environment and props for use in adverts, trailers, and animated feature films. Working mostly from 2D concepts and ideas, the role was to complete these tasks to a point where they were completely ready to be absorbed by texturing. The role included a large amount of self researched and designed work based on rough concepts

  • 3D artist at SwingDev
    Warsaw
    April 2016 - February 2017

    After the initial creation of the client's room ( based on 6 photographs ) normally from their phone along with a few basic measurements. We then created any furniture the client wished to keep in their space, and then moved onto any new furniture pictures etc, chosen for them by a designer (all to 100% scale). We then textured and rendered these, before they were constructed into potential layouts for the customer to ensure their design looked great and everything would fit before they bought any of the furniture

  • 3D Environment Modeller at Axis animation
    Glasgow
    January 2013 - May 2013

    Environment modeler working on projects such as Halo 4 and until dawn. Tasked with creating props from concept along a theme line, often very rough and requiring a large amount of working up to get them to a usable and functional stage, working between Maya and modo to ensure all props and locations matched up for ease of flow through the pipeline