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2
jobs
Unreal Senior Artist
Chris Bradwell
,
Cupar, United Kingdom
Experience
Other titles
Skills
I'm offering
I work with creative studios on real-time projects made for large audiences.
Veteran creator of fully realised real-time photorealistic environments, assets
and lighting for games/broadcast/architecture/cinematics with a keen eye
for artistic detail, proportion, composition, colour theory and post processing.
Unreal Engine Specialist.
Environments/Lighting/VirtualProduction/Materials/Sequencer/Blueprints/Optimisation/Post.
Full pipeline expert from concepts, UX design, modelling, texturing, rigging, animation, mocap, exporting, interactions, UI, setups etc... to final pixel experience.
Veteran creator of fully realised real-time photorealistic environments, assets
and lighting for games/broadcast/architecture/cinematics with a keen eye
for artistic detail, proportion, composition, colour theory and post processing.
Unreal Engine Specialist.
Environments/Lighting/VirtualProduction/Materials/Sequencer/Blueprints/Optimisation/Post.
Full pipeline expert from concepts, UX design, modelling, texturing, rigging, animation, mocap, exporting, interactions, UI, setups etc... to final pixel experience.
Markets
United States
(Remote
only)
United Kingdom
(Remote
only)
Links for more
Once you have created a company account and a job, you can access the profiles links.
Industries
Language
English
Fluently
Ready for
Available
My experience
2012 - ?
freelance
Unreal Senior Artist
Live Visual.
➢ Final Pixel Studios: Film/TV virtual production LED set creation/function
➢ Verizon Media Virtual Studio set creation: R&B lounge, lighting, opt, post
➢ Mavenir Virtual Experience: environments & UX navigation/camera
➢ Xbox Game Studios: Post effects and integration on unannounced title
➢ Spatial Flow: Arch Vis Digital Twins connected to live IoT sensor data
➢ Ethiopian deforestation based on real data; video and windows app
➢ Microsoft game Perfect Dark: Built the full-3D diegetic main menu
➢ Lake Street Property: Arch Vis sales images and videos
➢ Pocket Time Machines: Full medieval environment/action sequence
➢ IGS Vertical Farming: Arch Vis video/images
➢ Ikea/Tornado Click and Collect: Story / Arch Vis videos/images/app
➢ Berwick Hill Property: Arch Vis Sales images/video/app
➢ Story Cake - Children’s Entertainment concepts using Maya and Arnold
➢ Carling Property Developments: Arch Vis sales images/videos/app
➢ V&A Design Museum Dundee: Arch Vis Unity interactive app and video
➢ Verizon Media Virtual Studio set creation: R&B lounge, lighting, opt, post
➢ Mavenir Virtual Experience: environments & UX navigation/camera
➢ Xbox Game Studios: Post effects and integration on unannounced title
➢ Spatial Flow: Arch Vis Digital Twins connected to live IoT sensor data
➢ Ethiopian deforestation based on real data; video and windows app
➢ Microsoft game Perfect Dark: Built the full-3D diegetic main menu
➢ Lake Street Property: Arch Vis sales images and videos
➢ Pocket Time Machines: Full medieval environment/action sequence
➢ IGS Vertical Farming: Arch Vis video/images
➢ Ikea/Tornado Click and Collect: Story / Arch Vis videos/images/app
➢ Berwick Hill Property: Arch Vis Sales images/video/app
➢ Story Cake - Children’s Entertainment concepts using Maya and Arnold
➢ Carling Property Developments: Arch Vis sales images/videos/app
➢ V&A Design Museum Dundee: Arch Vis Unity interactive app and video
2020 - 2020
job
Unreal Senior Artist
Alston Elliot Virtual Studios.
Virtual production for live broadcast. Designed and implemented the presentation graphics, animations and functionality. Worked on virtual studios and blueprint systems in UE4/Zero Density control used during live broadcasts.
Responsible for major deliveries to the BBC for sport coverage.
➢ BBC Match of the day, Football Focus, Final Score
❖ Proper Games: Senior 3D Artist /Animator / Environments/ Level design.
(2006 to 2012, 5y 8m)
Responsible for modelling and animating libraries of high-quality 3D game-
ready assets starting from concept drawings. I was the sole rigger and animator for the company. A team of 15. Designed lighting, materials, levels.
➢ Published Capcom game: Flock! (BAFTA)
➢ Published Capcom game: Final Fight: Double Impact
Responsible for major deliveries to the BBC for sport coverage.
➢ BBC Match of the day, Football Focus, Final Score
❖ Proper Games: Senior 3D Artist /Animator / Environments/ Level design.
(2006 to 2012, 5y 8m)
Responsible for modelling and animating libraries of high-quality 3D game-
ready assets starting from concept drawings. I was the sole rigger and animator for the company. A team of 15. Designed lighting, materials, levels.
➢ Published Capcom game: Flock! (BAFTA)
➢ Published Capcom game: Final Fight: Double Impact
Design, Sport, 3D, Animator, Production
2011 - 2011
job
3D Environment Artist and Level Design
Published BBC game.
Churned out high quality mobile platform 3D Environments and props artist
working from Doctor Who TV reference. Team of 12
➢ Published BBC game: Doctor Who: Mazes of Time.
working from Doctor Who TV reference. Team of 12
➢ Published BBC game: Doctor Who: Mazes of Time.
Design, TV, 3D, Platform
2010 - 2010
job
3D Artist
Vehicles, Textures, Particles.
Oversee the 3D creation of several items including the ATV: LODs, game
anchor points and effects on Xbox platform dev kit. Working with art lead.
Team of 26.
➢ Published Microsoft Studios game: Crackdown 2.
anchor points and effects on Xbox platform dev kit. Working with art lead.
Team of 26.
➢ Published Microsoft Studios game: Crackdown 2.
3D, Platform
2006 - 2006
job
Vehicle Artist
Visual Sciences.
4m)
Created and was responsible for checking/fixing quality of cars and environments for consistency and conformity. Team of 83.
➢ AAA un-released game: Octane.
Created and was responsible for checking/fixing quality of cars and environments for consistency and conformity. Team of 83.
➢ AAA un-released game: Octane.
2005 - 2005
job
Environment Artist and Weapons
Escape Studios.
buildings as a contractor in a 12 person
team, lods, textures, shadow volumes, collision.
➢ Published Atari game: Tycoon City: New York
Modelled/textured high detail real weapons. 5 person team.
➢ Published EA game: Battlefield 2: Modern Combat
Competent expert in:
⦁ UE4, Maya, Substance materials, Sequencer, UMG, Blueprint systems, post effects, niagara particles.
⦁ Environment look and feel development iteration and subsequent scene optimisation.
⦁ Full PBR lighting and materials principles, pipeline and techniques
⦁ Production of high-quality visuals, aesthetically, artistically and technically.
⦁ Lighting realistically with skylight/sun, GI, HDRI, IES, direct/indirect, baking,
dynamic etc.
⦁ Maya asset modelling, animation, baking normal map detail and Arnold
rendering.
⦁ Character animation setups working with rigs and motion capture data and curve editing.
⦁ (Working knowledge of) photogrammetry capture and processing.
⦁ Often working with cameras, Sequences and video editing.
⦁ Keen eye for detail and rapid iterative improvements.
⦁ Adobe Creative Suite.
⦁ Solving production challenges.
⦁ Working within a multidisciplinary team.
⦁ Perforce and Agile Development production values, tools and methods.
⦁ Curiosity, collaboration. clarifying questions, commitment and finishing.
⦁ Constant big picture thinking and approach with objective prioritisation of effort vs results.
⦁ Meeting responsibilities in self-regulation, direction and time management for deadlines.
Familiar with: 3dsmax, Unity, Zbrush, Substance designer, Agisoft photo scan
photogrammetry, Niagara, Datasmith, Arnold renderer, World Machine,
console dev kits, perforce, Unreal game sync etc.
team, lods, textures, shadow volumes, collision.
➢ Published Atari game: Tycoon City: New York
Modelled/textured high detail real weapons. 5 person team.
➢ Published EA game: Battlefield 2: Modern Combat
Competent expert in:
⦁ UE4, Maya, Substance materials, Sequencer, UMG, Blueprint systems, post effects, niagara particles.
⦁ Environment look and feel development iteration and subsequent scene optimisation.
⦁ Full PBR lighting and materials principles, pipeline and techniques
⦁ Production of high-quality visuals, aesthetically, artistically and technically.
⦁ Lighting realistically with skylight/sun, GI, HDRI, IES, direct/indirect, baking,
dynamic etc.
⦁ Maya asset modelling, animation, baking normal map detail and Arnold
rendering.
⦁ Character animation setups working with rigs and motion capture data and curve editing.
⦁ (Working knowledge of) photogrammetry capture and processing.
⦁ Often working with cameras, Sequences and video editing.
⦁ Keen eye for detail and rapid iterative improvements.
⦁ Adobe Creative Suite.
⦁ Solving production challenges.
⦁ Working within a multidisciplinary team.
⦁ Perforce and Agile Development production values, tools and methods.
⦁ Curiosity, collaboration. clarifying questions, commitment and finishing.
⦁ Constant big picture thinking and approach with objective prioritisation of effort vs results.
⦁ Meeting responsibilities in self-regulation, direction and time management for deadlines.
Familiar with: 3dsmax, Unity, Zbrush, Substance designer, Agisoft photo scan
photogrammetry, Niagara, Datasmith, Arnold renderer, World Machine,
console dev kits, perforce, Unreal game sync etc.
Animation, Video, Agile, Agile development, Optimization, Video editing, Management, Rendering, Unity, Adobe, Direction, Detail, Development, Production, Perforce, Processing
My education
2006
-
2007
Escape Studios London
Autodesk Certified, VFX and Games
Autodesk Certified, VFX and Games
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