Will Dudley
My work. Click to jump to each section.

A few pieces I have created.
English Church. Substance Designer, 3ds Max, Photoshop and Unity.
Old Street Courthouse, London. Created using Substance Designer/Painter, 3ds Max, Photoshop and Unity.
Some quick projects using Substance Painter.
A World War Two era motorbike featured in the film Saving Private Ryan. Created as part of a competition for Sketchfab.
M1 Abrams Tank. Modelled in 3DS Max, textured in Photoshop and 3D Coat. This is the second model I created as part of learning the PBR creation and process.
A Unity project that generates stylised floating cities. It is created from modular pieces and uses custom shaders that allow for fine control over light, diffuse and fog colour. The goal was to create picturesque natural towns.
A personal project inspired the 1950's Bendix G-15 Computer. The aim of the project was to develop a 3D Coat to Unity pipeline.
Roger's flat from Disney's 101 Dalmations. Based on a concept sketch by Walt Peregoy.
A cyberpunk noodle bar based on scenes from Blade Runner.
The Watch House from Terry Pratchett's Night Watch. Based on art by Paul Kidby. Created with 3DS Max and Photoshop for Unreal.

HLSL Shders built for Unity
This shader blends between two sets of textures. It combines vertex colours and height maps to give granular control over the blend.
A water shader inspirted by the incredbile oceans of The Legend Zelda: The Wind Waker. This used sine waves to control vertices and texture scrolling, and a depth check to add the edge highlight and darker depths.
A couple of shaders inspired by Overwatch. The first fakes depth for cheap building interiors. The second is a shield shader that shows geometry intersection and alpha blending.
A stylised flame shader than can be used on any mesh. It uses vertical scrolling noise to manipulate vertices.

Examples of tools I have developed for Unity.
This tool loads level information from a small png. I have added a small delay for effect.
Kelvinator lets you set light colour following the rules of Kelvin colour temperature.
LightManager lets you copy and paste light settings, and create your own presets.
ArrayDuplicate allows you to quickly make mutiple copies of an object at set intervals. Similar to 3dsMax's Array, and Maya's Duplicate Special.

Email : wildudley@gmail.com
Phone : 07725252789

I am an art-first technical artist, with 7 years experience as a 3D artist. My work is primarily focused around Shaders, Tools, and Prototyping. Additionally, I am a talented Environment Artist. I have worked with studios ranging from 2 to 200 people and have a deep understanding of game development processes. I am passionate about tackling problems and collaborating with every part of the development team, to make beautiful, fun and fantastic games.

Shader Creation Art Tools Development Rapid Prototyping
Pipeline Development Hard Surface Modelling Style Development
Texturing Lighting Asset Integration
Unity 3DS Max Maya
Photoshop Visual Studio Substance Designer
Substance Painter 3D Coat Git / Source Tree
Perforce Knald Agisoft Photoscan
Senior Creative Developer - No Brakes Games
January 2019 - Present

Human Fall Flat
Initially employed as a Techincal Artist, my role widened to include Level Design and Development, Environment Art, Animation, Rigging, as well as Shaders and Effects.

I am very proud to have helped to Design and Develop two levels for Human Fall Flat, working as Designer, Tech Artist and Environment Art.

Technical Artist - Sony Immersive Video Technology
December 2017 - Present

Tom Grennan VR
My main role on Tom Grennan VR was creating a full 3D environment based on a LIDAR data and photogrammetry of the world famous Metropolis Studios. As the only artist on the team, this was a great challenge and really pushed every part of my skill set. Working from the point cloud data, I modelled, textured and, lit the environment, built vfx, and created shaders for our specific requirements.

Technical Artist - Dream Reality Interactive
November - December 2017

During my short time at DRI I had the opportunity to work on the incredible Hold The World, and Orbu. Supporting the final stages of production with Shader Development, Technical Animation, and Bug Fixes.

Freelance Artist - August 2016 - November 2017

While developing my skill set I spent some time doing freelance work. This included Environment Art, Character Art, Rapid prototyping, and Technical Art.

Lead Environment Artist - Marmalade Game Studios
April 2013 - August 2016

Project Lead Artist Environment Design Vehicle Art
Character Art Visual Effects Style Development
Rapid Prototyping Pre-production Art Level Assembly Planning
Animation Managing Outsource Asset Integration

Facial Animator - Lionhead
March - June 2012

Fable The Journey
Facial animation at Lionhead was created with a morph-target based system. This was primarily used to create animations using video reverence from mo-cap shoots, but also animating to a audio track without video reference.

3D Artist - Rare Ltd
March - December 2011

Project: KINECT SPORTS Season Two
Over the development of the Bafta winning Kinect Sports Season Two I took on many roles. Primarily creating in-game assets such as sports equipment, I also spent time rigging props for animation, and tracking down and solving bugs found by the QA team. I was kept on for the development of the DLC, and am very proud that some of the new game modes rely entirely on art that I created.