REALTIME & MOTION DESIGN


Based in London and available for remote work

EMAIL ME



GO TO SHOWREEL

About Me

Hi, I'm Jamie :)


Thanks for visiting my website.

What I Do:

  • Create Graphics using Blender, Unreal Engine and Adobe
  • Use Blueprints to make Unreal Engine graphics and workflows dynamic
  • Composite assets and assemble scenes
  • Stay updated on design trends and continuously sharpen my skills

I bring the creativity and technical know-how.

Showreel

Video 1

I created the environment in Unreal Engine, assembled the scene, lighting, camera animation, and rendering with the Movie Render Queue. The Astronaut animation was sourced from Mixamo, while the Drones were animated directly in Unreal.

Video 2

I transformed an e-sports Virtual Studio into a dynamic sporting environment, integrating data-driven content from spreadsheets using Blueprints.

Video 3

I modelled the assets for the augmented reality sports graphics and Virtual Studio in Blender. I created some of the textures in Adobe Illustrator, then handled texturing, shading, and lighting in Unreal Engine. I collaborated with a team of developers to integrate my functionality, built using Unreal Engine Blueprints, with a custom interface. I designed the interface myself, applying User Experience principles throughout the process.

Video 4

I edited the stadium in Blender and imported it into Unreal Engine for lighting and shader setup. The player plinths were modelled in Blender, and I sourced Chelsea player headshots from their official website.

Using Blueprints, I enabled player profiles to be updated via spreadsheets and created dynamic presets that map player formations using X, Y, and Z coordinates. Selectable via a dropdown, these presets automatically position players based on the chosen formation.

Video 5

Character models and animations were sourced from Mixamo, with additional models created and textured in Blender. Blueprints detected character collisions with paint spills, dynamically generating footprints.

Video 6

I applied motion capture data to multiple meshes using vertex animation textures. By modifying a blueprint from Kromond, I added functionality to randomly instance these meshes and animations across a user-defined layout, controlled through exposed variables for rows and columns.