Two Point Hospital - Metacritic 83
- Joined as the 11th member of the studio, one year into development.
- Worked closely with the Art Director and one other artist during early development.
- Shipped the game and supported multiple free updates, seasonal events, and DLCs.
- Modelled and textured a broad range of assets including: hero props, decorative items, gameplay assets, foliage, buildings, interiors, and characters.
- Created all particle effects from scratch and implemented them in-game.
- Animated in-game props and ambient level life.
- Built levels from concept through to final implementation.
- Worked cross-discipline to develop features and mechanics, often assisting teammates with art requests.
- Handled gameplay setup and optimisation tasks across the project.
Two Point Campus - Metacritic 83
- Continued as a core member of a small art team, taking on new technical and creative responsibilities.
- Collaborated with a dedicated VFX artist to focus on performance optimisation and particle system development.
- Designed and implemented custom shaders (including Shader Forge and written shaders) to support gameplay mechanics and elevate visuals.
- Worked closely with SEGA to bring legacy SEGA characters and branded arcade machines into the Campus universe.
- Supported ongoing content creation and post-launch development.
Two Point Museum - Metacritic 84
- Contributed to the game as part of a growing art team, helping shape the project's pipeline and visual direction.
- Developed high-quality, optimised 3D assets across multiple biomes and themes.
- Designed and maintained strategies for art consistency, quality control, and feature planning.
- Worked closely with design on content updates, gameplay features, and quality-of-life improvements.
- Supported other departments with art-led solutions to enhance the player experience.