About Me
Hello there! I'm Jesse and I teach various topics for creating games environments, technical art and tools pipelines at De Monfort University.
My passion is finding new ways to optimise meshes, shaders, workflows, anything really you name it, helping artists create in 3D with ease. I'm always looking for new methods and software to incorporate into my pipelines so checkout my blog to see what I'm working on now!
Software Skills
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3DSMax & Maya
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Substance Suite
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Unreal Engine
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Python
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Maxscript
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Houdini
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RealityCapture
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Github Source Control
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 optimisation 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 - September 2023 - First Class Honours
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Traditional art practice using dry and wet mixed mediums.
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Full game ready 3D asset pipelines; modelling + UV Unwrapping (3DSMax), baking and texturing (Substance Painter), TRIMS and tileable texturing (Substance Designer) and high poly sculpting using Zbrush.
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All projects briefs built for Unreal Engine. Source control using Perforce.