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Lead Artist

Location:
Walton-on-Thames, Surrey, United Kingdom
Salary:
£50K+
Posted:
May 12, 2025

Contact this candidate

Resume:

Contact

Walton on Thames

KT***BL

077-********

mwilliams_bungle

@yahoo.com

uk.linkedin.com/pub

/mark-williams/4/80/

36b/

https://www.artstati

on.com/artist/mark_

williams

Software:

Maya/3DSMax,

Zbrush,

Blender,

Unreal,

Unity,

Substance,

Photoshop,

Sketching

Concepting,

Gravity Sketch,

Premiere

After Effects.

Education:

B.Des Industrial

Design (N.C.A.D)

1991-1995

I studied at the

National College of

Art and Design,

Mark Williams

I am an Artist with over 24 years of Games Industry experience, across a variety of projects from Indie mobile titles to AAA blockbusters. Working mainly in Visual development, I am also an adaptable generalist; tackling Concept and Environment Art, communicating across different disciplines, mentoring younger artists, and working with outsourcing partners. I am seeking a challenging creative role, in a progressive environment with like-minded individuals, which will enable me to develop my career further.

Work History:

I I I I I I I I I I I I I I I I I I I I I I I

Natural Motion Jan 2024 – Present

● I joined the project ‘Star Wars: Hunters’ as an Ex Dev Art Manager, working across the internal and external Character, Environment, Concept, and Animation teams.

● Identifying efficiencies in 3D and 2D pipelines with our external partners and ensuring visual quality is maintained.

● Maintaining and updating documentation for different ex-dev partners, specifying deliverables, and giving daily feedback.

● Liaising across departments on the timelines for all the work coming in.

● Collaborate with the Concept team on new costume designs.

● Reviewing and overseeing the final polish of assets with stakeholders https://www.naturalmotion.com

I I I I I I I I I I I I I I I I I

Life Beyond Studios Sept 2022 – Dec 2023

● I worked as Lead Artist at Life Beyond Studios developing a Web3 based Sci-Fi MMO. Directing a team of 9 direct reports covering Animation, Environment, Characters and VFX.

● I helped set up the procedural environment pipeline, coordinate the customisable character workflow, and many other tasks.

● I also worked closely with the Art Director, Lead Concept Artist, and Marketing dept. in developing the look and feel of this new IP. https://www.lifebeyondstudios.com/

I I I I I I I I I I I I I I I

FitXR Jan 2019 – Sept. 2022

● I was Lead Artist at FitXR, overseeing the visuals on a range of VR Fitness applications. After joining I expanded the art team to include UI, Marketing and outsourcing resources and created the concepts, 3D environments and VFX for the new title ‘Fitxr’ for Oculus Quest.

● I also developed the character pipeline and created the assets for the mocapped Trainers in the Dance Studio.

https://fitxr.com/

I I I I I I I I

Kuato Studios Mar 2018 – Jan 2019

● I was Senior Artist on a variety of mobile-based projects, I designed and built environments for the ITV title 'Thunderbirds', created character and prop designs for an unannounced Oculus 'Go' title, and also created it's VFX and trailer.

Dublin, including

terms at the

University of

Limerick, and the

Politecnico di

Milano, Italy.

Interests:

Travel,

Photography,

Snowboarding

Mountain Biking

Guitar

Movies

Cooking

I I I I

● I also worked on the visual development for ‘Marvel Hero Tales’.

I I I I I I I I I I I I

Imaginarium Studios Jan 2018 – Mar. 2018

● I was hired for a short-term project where I was the sole Environment Artist working on a stylized sci-fi game demo. Based on rough concepts from the clients in the U.S., we integrated motion-captured characters, my environments, and gameplay elements over a tight 6-week schedule.

http://www.theimaginariumstudios.com/

I I I I I I I I I I I I I I I I I I I I I I I I I I nDreams 2014 – Nov. 2017

● I developed environments and worked on assets for 2 unannounced VR projects. One was a stylised co-op game and the other a more realistic open-world experience. I also sourced and commissioned several outsource partners.

● I worked on 'The Assembly' a VR adventure game, where I designed and created many props, environments, and several key scenes. I also worked with a technical designer to create the UI taking advantage of all the immersive possibilities.

● Created concept art for several 'incubation projects'.

● Worked on 'Danger Goat', a VR mobile title for Google DayDream, working with the Art Director to concept and model traps, characters and levels within the defined style.

http://www.ndreams.com/

I I I I I I I I I

Turbulenz 2014

● I worked at Turbulenz on a short-term contract,

designing and modelling stylised environment assets for their browser based game 'The Marvellous Miss

Take'.

http://biz.turbulenz.com/

I I I I I I I I

Web3D 2014

● I worked remotely on various freelance projects for Web3D, a prototype visualisation company, illustrating new product ideas with animations and models, using Max and VRay.

www.web3d.co.uk

I I I I I I I I I I

Konami 2013

● I joined the newly formed UK Studio of the Pro Evolution Soccer franchise. I was part of a small team conceptualising ideas, and the UI for future iterations of the game. I assisted in hiring artists and spent 2 weeks working at the head office in Tokyo.

www.konami.co.uk

I I I I I I

Lionhead Studios, part of Microsoft Games Studios 2004 - 2013

● I worked as a Senior Artist on ‘Fable: The Journey’, specialising in I I I I I I I I I I I I I I I I I I I I I I I I I I environments and props. I designed a large number of benchmark assets myself, leaning on my background in Industrial Design, and was responsible for the final look of many levels using Unreal.

● I mentored the contract artists on the project, assisting them with the art style and pipeline. I assisted my Leads by liaising with other departments, and dealing with various technical and creative issues.

● Previously at Lionhead, I worked on the Bafta Award-winning Fable II, III, their expansion packs, and also ‘The Movies’. As a Senior Environment Artist on Fable, I designed and created assets, and provided much of the polish that went into the games which went on to sell over 8 million copies. As part of a small Environment team, we dealt with shifting technologies and pushed the in-house engine to iterate on the look and feel of the world to create the signature ‘Fable’ style.



Contact this candidate