With nearly fifteen years in video games, Iain has shipped many game titles. From the most recent award-winning narrative horror game, Still Wakes The Deep, to web games for bands like Blink-182 and Keane, he has turned his hand to most art roles within games. Iain is currently the Environment Art Lead at The Chinese Room.
As the Lead Environment Artist, I maintained and adapted the art pipeline for Still Wakes The Deep, while managing, at times, up to 11 artists. Working on Still Wakes The Deep was a new and exciting challenge as I'd not worked on a game like this before, but it was also a dream project for me as a big fan of the genre. It definitely helped to motivate me even more and I was able to grow in confidence as a manager.
As a Senior Artist at The Chinese Room, I worked on several levels of Little Orpheus. I created assets and compositions, and worked very closely with Level Designers.
I then moved onto Still Wakes The Deep, where I took charge of setting up the art pipeline for a new game, with a new engine. This led to me being promoted to Lead Environment Artist.
In my role as a Video Game Artist, much of my time is spent as a 3D Generalist. I work on multiple aspects of games production such as modelling, texturing, animation and VFX. In Worlds Adrift I created and maintain the procedural art pipeline for weapons and machinery in Worlds Adrift. In addition to my work in 3D, I also produce concept art, key art, and screenshots for marketing purposes.
In addition to creating art, I also mentor the other artists in Maya, Zbrush, and Photoshop, as well as introducing Substance Painter to the Bossa Art pipeline
As the studio’s first artist I was responsible for creating everything from the studio’s branding and game concepts to finished products. This includes 3D modelling, texturing, animation and Unity integration. As the studio expanded, I lead and managed a small team of freelance artists. The studio mainly created advergames including the iOS games Eternal Descent: Heavy Metal Heroes and Hip Hop Hen.
Responsible for creating 3D models, compositing digital clean up and matte painting for a number of Charmin commercials. Lead compositor for commercials, supervising a number of digital artists and teaching After Effects to new employees.
Animated After Effects motion graphics commercials for Natwest and Virgin Media. Contributed concepts for a number of pitches. Created 3D models and animated scenes for festival short Bren Hestlyn, and Nike promotional video Nike, Better World.
Collected and prepared image resources for an NHS Quit Smoking campaign
Assisted Flash animation for the commercial Nicorette: Sticky Stuff. Animated titles and on-screen text using After Effects for the commercial FilmFour: Script to Screen.
Modelled and textured a number of small assets. Created new textures for existing models. Textured a number of Levels in Maya and 3DS Max for PRISM: GUARD SHIELD.