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Real Racing 3

Real Racing 3 is a project I had the pleasure of being a part of for over 10 years, where it was downloaded over 500 million times, and has been nominated and received numerous awards (including being nominated for D.I.C.E's Racing Game of the Year 2014, losing out to Forza 5*), is a AAA mobile racing title with a strong focus of realistic and accurate visuals and sim lite gameplay.
*https://www.interactive.org/awards/award_category_details.asp?idAward=2014&idGameAwardType=120

I worked as an Environment artist and later Lead Environment Artist, contributing in a variety of ways:
*Team leading
*Tools and pipeline development in conjunction with our amazing Technical Artists
*Timeline, asset list, and sprint management
*3D Assets, environments, and textures
*Look dev with Art Director
*Mentorship
*Art reviewing
*Outsource Team management
*Marketing material and stories

I feel privileged to have been able to have worked with the amazing team behind this project over the years and to have been given the opportunities that this project and family afforded to me.

Monaco F1 Track - Marketing shot.
One of the last tracks I developed, it proved to be an interesting challenge to get all the assets made and running on device, being set in a dense city all on a hill side significantly increasing what gets rendered.

Monaco F1 Track - Marketing shot.
One of the last tracks I developed, it proved to be an interesting challenge to get all the assets made and running on device, being set in a dense city all on a hill side significantly increasing what gets rendered.

Monaco - In-game
Showing more of the city scape built up on the hillside. Credit to Grigor Pedrioli for the capture and for also working on the track.

Monaco - In-game
Showing more of the city scape built up on the hillside. Credit to Grigor Pedrioli for the capture and for also working on the track.

Singapore - In-game
The last fully completed track I worked on, it proved even more complicated than Monaco to get done in time, to quality and optimised to run on device. Credit to Grigor Pedrioli for capture, and for also working on the track.

Singapore - In-game
The last fully completed track I worked on, it proved even more complicated than Monaco to get done in time, to quality and optimised to run on device. Credit to Grigor Pedrioli for capture, and for also working on the track.

Singapore - In-game
While the 10+ year-old mobile engine didn't support modern rendering techniques, I'd utilise them elsewhere - here,I used normal maps to enhance the lightmaps on the theatre. Credit to Grigor Pedrioli for capture, and environment work.

Singapore - In-game
While the 10+ year-old mobile engine didn't support modern rendering techniques, I'd utilise them elsewhere - here,I used normal maps to enhance the lightmaps on the theatre. Credit to Grigor Pedrioli for capture, and environment work.

Abu Dhabi (Yas Marina) F1 - Drive through video
A fun track to make with some really unique architecture, and a chance to play with lighting at night to subtly zone the track and highlight the unique hotel in the centre of the track.

Yas Marina - In-game 
Credit to Grigor Pedrioli for capture, and for also working on the track.

Yas Marina - In-game
Credit to Grigor Pedrioli for capture, and for also working on the track.

F1 Trailer

Richmond - Marketing Shot
The first track I was Lead Artist. It was the smallest track in game, and at the time it gave us the chance to add smaller details, unique road markings and play with bounced lighting more than previous tracks.

Richmond - Marketing Shot
The first track I was Lead Artist. It was the smallest track in game, and at the time it gave us the chance to add smaller details, unique road markings and play with bounced lighting more than previous tracks.

Redbull Ring - In game
A shader, lighting and texture overhaul for R3 Season 2 to give the 10-year-old game new life while development continued on the Next title.

Redbull Ring - In game
A shader, lighting and texture overhaul for R3 Season 2 to give the 10-year-old game new life while development continued on the Next title.

Daytona - Production Shot
The 2nd track I was lead on, where incredible care was taken with the accuracy of the banked surface making sure to match reality as closely as possible.

Daytona - Production Shot
The 2nd track I was lead on, where incredible care was taken with the accuracy of the banked surface making sure to match reality as closely as possible.

Le Mans - Marketing Shot
The largest track we made for RR3, I got to redesign a few structures that could not be reproduced for legal reasons, and focused on making the racing surface as accurate as possible for mobile, which was verified by a race driver

Le Mans - Marketing Shot
The largest track we made for RR3, I got to redesign a few structures that could not be reproduced for legal reasons, and focused on making the racing surface as accurate as possible for mobile, which was verified by a race driver