
About Me
Howdy, I'm Jesse! I'm a Junior 3D Technical Artist and part time lecturer at DMU, where I teach asset creation pipelines and technical art.
I love working on fun personal projects to keep learning new things!
Currently looking for my next role!
Skills & Software
Technical Work:
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Houdini
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Python
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Maxscript
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Github Source Control
3D Work:
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Zbrush
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3DSMax
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Substance Suite
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Unreal Engine
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Unity
I am experienced in:
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shader creation
- procedural mesh generation
- scripting and documentation

Work Experience
Part Time Lecturer – Game Art BA (Hons)
De Montfort University (March 2024 – Present)
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Teach technical art and environment art workflows for Unreal Engine 5.
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Deliver lectures on shaders, tools, procedural workflows, and engine setup.
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Develop Python and Maxscript based tools for students, including texture processing and drag and drop mesh validation scripts.
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Provide technical support and guidance for lighting, composition and asset authoring techniques for a variety of project styles.
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Mentor students through feedback alongside support staff with assessment.
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Created tools for staff to ensure assessment deadlines are met.
3D Technical Artist - Hooked (Soon to be released)
Part Time Freelancer (February 2025 – Present)
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Developed technical art solutions including custom shaders, VFX, procedural model generators for a Unity horror project.
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Authored a variety of hero and background assets from concept with LODS.
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Built a procedural cut-out generation tool to streamline asset creation.
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Provided playtesting support to help polish game feel and visuals.
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Used Github Source Control to manage assets on modelling branch.

Awards:
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Obtained Associate Fellow of the Higher Education Academy (AFHEA)
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Obtained Unreal Authorized Instructor Silver 2025 certification





Education
Game Art BA (Hons), First Class Honours
De Montfort University (2020 – 2023)
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Specialized in real-time Technical Art and game-ready asset pipelines for Unreal Engine.
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Developed skills in 3D modelling, UV workflows, high-poly sculpting, PBR texturing, trim sheets, tileable materials, shaders, and Blueprinting.
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Built game-ready assets using 3ds Max, ZBrush, Substance Painter, Substance Designer.
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Utilised Perforce source control on group project.
