
Howdy there I'm Jesse! I'm a 3D technical artist, I currently teach various modules regarding asset creation pipelines, PBR or technical art at De Montfort University.
I'm passionate about creating dynamic shaders, tools, rigging and procedural generators for 3D artists. I enjoy working on challenging projects with tight deadlines.
Software & Skills
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3DSMax
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Substance Suite
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Unreal Engine
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Unity
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Houdini
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Python
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Maxscript
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Github Source Control
I am experienced in:
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shader creation
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rigging and skinning
- procedural mesh generation
- scripting and documentation
Awards:
Obtained Associate Fellow of the Higher Education Academy (AFHEA) certification
Obtained Unreal Authorized Instructor Silver 2025 certification
Work Experience
Date: March 2024 to Present
Lecturer Game Art BA (Hons)
• Taught 3D environment art production and technical pipelines.
• Created easily accessible learning content for in person delivery.
• Lectured live and additional pre-recorded bonus topics demos.
• Further covered asset integration, shaders, tools and blueprinting using Unreal Engine 5
• Provided frequent feedback sessions to support learners.
• Marking formative assessment
• Provided support for structing modules/learner briefs.
Lecturer on Visual Effects and Virtual Production MSc
• Taught 3D LookDev asset production pipeline for Virtual Production using Unreal Engine 5
• Full pipeline from high poly sculpting, retop, realistic texturing and integration into engine with Level of Detail (LODS) meshes.
• Created easily accessible learning content for in person delivery.
• Lectured live and additional pre-recorded bonus topics demos.
• Provided frequent feedback sessions to support learners.
• Marking final learner deliverables
Education
Undergraduate Bachelor’s Degree in Game Art BA (Hons) De Montfort University
September 2020 - August 2023 - Obtained First Class Honours
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Traditional art practice covering art fundamentals, compositional techniques and lighting.
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Full game ready 3D asset processes; modelling + UV Unwrapping (3DSMax), baking and texturing (Substance Painter), TRIMS and tileable texturing (Substance Designer) and high poly sculpting using Zbrush. Additional blueprinting and shader work in engine.
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All projects built for Unreal Engine. Utilised source control for group project (Perforce)


