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 in 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

With 7 years of experince as a 3D Artist for console and mobile, I am now developing skills as a Technical Artist. Primarily focused around Shader and Tools creation, with a deep knowledge of development techniques.

I love tackling problems, and collaborating with every part of the development team: bridging code and art to push projects that extra mile.

Techincal 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 equirectangular captures of the world famous Metropolis Studios. As the only artist on the team, this was a great challange 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 oppurtunity 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

For the past few months I have been doing freelance work. This has included Environment Art, Character Art, and Rapid prototyping.

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


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 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 lucky enough to be kept on for the development of the DLC, and am very proud that some of the new game modes rely entirely on new art that I created.