Tell me a little bit about yourself?
I’m from Bristol originally but I’ve now spent almost as much time in the North as I have down South. I studied Computer Animation at Teesside and then moved to Manchester where I’ve spent the last 10 year working on various projects from kids TV to 4D rides and more recently VR.
What’s your role at RealtimeUK?
Senior Pipeline TD, it’s my responsibility to improve workflows through designing tools and writing tools and integrating the various software and systems that the studio uses. This includes working to integrate new technologies as they become available and relevant to the studio.
What first sparked your interest in 3D Art?
I come from an artistic family and always enjoyed art but probably had a greater affinity for science and maths. While doing foundation art at college I discovered Photoshop and Director and started doing some simple animation, mixing my more technical skills with my passion for art. From there it was a case of trawling the list of courses in the UCAS directory where I found a course in computer animation and it just progressed from there.
So, what does an average day consist of for you?
First thing I do is make a brew and check my emails (I’m new so thankfully I’m not getting too many yet). I then jump into Pycharm to pick up where I left off the day before, I primarily write tools in Python as it’s the industry standard. My current priority is to develop tools to augment the studios existing workflow so I spend quite a bit of time talking to the producers and lead artists to establish what they require and where we need to focus the development.
What’s the best thing about working here?
It’s great to work with such an experienced team with a clear passion for their work. There are some incredible projects on the horizon, so I can’t wait to get on with the job and see where we can go. Plus on a Thursday afternoon we get treats, who doesn’t like treats?
Are there any upcoming things in the industry that you think people need to keep an eye out for?
Universal Scene Description is interesting, it could make for much more flexible working and a more software agnostic approach. It will also be interesting to see how rendering technologies develop and how far game engines can go to compete with the traditional renderers within a pre-rendered pipeline.
Tell me a fun fact about yourself?
I’ve only been to Blackpool once, when I cycled from Manchester. I didn’t really have much energy to do anything when I arrived though.