PROJECTS

MY PROJECTS


I have worked on many great projects over the last 22 years but here are some of the highlights.

For a full listing of my career credits please check out my IMDB page here

MOVIES

Avengers II

Marvel

Credit: Art Director (Atomhawk)

The third Marvel movie I worked on with my Atomhawk art team, again with production designer, Charles Wood. We focused on designing the world, environment concept art and key story beats.

 

Guardians of the Galaxy

Marvel

Credit: Art Director (Atomhawk)

This still remains a career highlight, myself and a team of artists at Atomhawk worked with Charles Wood from initial inception through to final production concept art. The Atomhawk team produced concept art for almost 30% of the movie including the iconic design of the Milano space craft.

THOR II

Marvel

Credit: Art Director (Atomhawk)

Our first big break working with Marvel, reimagining the world of Thor in a slightly darker style than the previous movie. We worked on designs for the Dark Elf vehicles and home world and also Aguard and key moments in the Darl Elf attack.

GAMES AND DIGITAL EXPERIENCES

MORTAL KOMBAT 11

NetherRealm Studios (Warner Bros)

Credit: Atomhawk Art Director

This has been the 3rd MK game I have worked on in the last 10 years and by far the best. I worked with NR director of art, Steve Beran to establish the game's key art pillars and set visual benchmarks. I then directed the artwork and animated endings that were produced by the Atomhawk team.

MORTAL KOMBAT X

NetherRealm Studios (Warner Bros)

Credit: Atomhawk Art Director

The tenth installment of the epic fighter. Having also worked on MK9, my team and I helped take this new game in a darker direction with a more cinematic feel. Again working with my good friend and NR, art director, Steve Beran.

INJUSTICE - GODS AMONG US

NetherRealm Studios (Warner Bros)

Credit: Atomhawk Art Director

Following the smash hit success of Mortal Kombat, the NetherRealm team wanted to expand their fighting games to include this ground breaking title based on the DC universe. I worked with my Art team from the inception stages of this project, visualising gameplay elements and ideas befor going on to produce concept art for production. We also produced a large number of animated character endings.

OVERKILL'S THE WALKING DEAD

Overkill (Starbreeze)

Credit: Atomhawk Art Director

I fostered a relationship with the team in Stockholm and from that came a request for us to produce a graphic novel style for their game's end of chapter story telling. We produced many proof of concept videos before going on to create animated story art for the game.

MATTERFALL

Housemarque (Sony)

Atomhawk Art Director

Matterfall is the 3rd game that I've worked on with the awesome team at Housemarque in Finland. I directed the concept art that was produced by Atomhawk which included the main character design and extensive environment concept art.

PROJECT SPARK

Microsoft Game Studios

Credit: Atomhawk Art Director

I worked with MSGS Art Directors, Brad Shuber and Skip Kimball. From the inital concept development stage of Project spark, through produciton art design and into launch. Totalling 3 years of work on this very interesting project.

INJUSTICE II

NetherRealm Studios (Warner Bros)

Credit: Atomhawk Art Director

I worked with my good friends at Nether Realm and my creative team at Atomhawk to help define the art style for this most recent incarnation of the Injustice DC universe. We designed over 60 characters and many fight lines as well as DLC content.

POTTERMORE

J.K Rowling

Creative director (Atomhawk)

I pitched and won the contract for Atomhawk to produce all the illustrated content for J.K Rowling's Pottermore. This then resulted in the creation of over 500 illustrations, many of which I directed personally. We provided support for his project from 2010 to 2015 and the art is now used throughout the Harry Potter franchise.

RYSE - SON OF ROME

RYSE (Crytek and Microsoft Game Studios)

Credit: Atomhawk Art Director

I was asked by MSGS to produce visual target images for characters and key gameplay moments that would be used to guide Crytek.

I worked closely with MSGS Art Director Chad Greene to help define a style and produce high-end imagery.