F1 2016

Experienced Artist

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Codemasters

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August 2016

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PC, PS4, Xbox One

KEY RESPONSIBILITIES

  • Mock, implement, animate, refine, and resolve issues across 100+ UI screens.

  • Use predefined logic-based custom objects and tools to construct screen content.

  • Collaborate with internal and external coders to add screen functionality.

  • Maintain a library of static and animated materials.

  • Liaise with lead artists and game designers to realise concepts.

  • Design and create custom workflow tools for other artists.

IN-GAME UI

Other notable duties on the F1 project include: ensuring consistency of communication that re-enforces core values and objectives, designing screen assets within established client and company brand guidelines, optimising implementation with a view for minimising asset usage, optimising texture usage, operating inside hardware and software constraints, using UI tools to fault find, troubleshoot and fix bugs, and collaborating with other artists to unify design across tools and platforms.

PRODUCT TRAILERS

PROMOTIONAL GAME CAPTURES

MAXSCRIPT TOOLS

As an additional personal project I started learning maxscript; 3Ds Max's native scripting language, to create max tools that optimise the UI implementation workflow. The created scripts join pre-existing tools together and creates new tools featuring the following: collapsible max UI docks, spawning saveable layout grid meshes to compare implementation layouts to concepts, UI relevant format for fast object translation editing, selected object property details with copy able strings, power-of-two texture UV calculation for any 2D geometry size, project specific colour palettes, file stored hot swap colours for between-max-file colour exchange, user saved customisation preferences, and more! The tool identifies the user role and project type before loading the appropriate setup, which is subsequently used by UI art departments across two studios.