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I was a member of a group called Tate Collective at the Tate Gallery for 5 years which consisted of 15-25 years old who are interested in the art world. We collaborated with artists and curated events such as the monthly Late at Tate series.

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Have been participating in game jams since 2015 whilst studying 3D design

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I have self taught myself C sharp code to make my own small game projects.

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I had worked for a game company in Beijing for 4 years

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Previous job experiences in software development, IT, and product design.

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I was one of the managers of an official Facebook Bungie community (Destiny Italy) of 30k+ people.

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attach assets to the rig in UE4, exported a 2d platform in newgrounds, worked on FPS inventory, skill tree character animations in UE4.

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Worked in a Security Operation Center, providing 24x7 defence with minimal oversight, assessing and reporting risks to clients.

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Previously Contracted Artist for new starting game development company.

Group participant in Tranzfuzer as lead artist.

Furthermore a developed artist with a firmly stylised portfolio.

Additionally I've got a background in mentoring.

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When working as a high school art teacher, I co-ran the school Amnesty International club with a colleague. We selected campaigns democratically with the students. One was around raising awareness about female genital mutilation. As part of this campaign I taught a group of students how to screen print, from the production of strong graphic design to creating a mini production line after school for a week. We produced 200 bags and raised £600 from using an initial £100 loan from the school.

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Worked with a narrative designer to code, design, and create the art for a game in 3 months that got reviewed in RockPaperShotgun, featured on itch.io, shown at Somerset House,  and helped me get my current job.

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Summer 3D Environment Artist Intern at Splash Damage straight after completion of my BA.

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During my college studies I volunteered to help design advertising material to promote Macmillan Coffee Mornings.

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Participated in the National Stationery Show and coordinated and networked with over 50 stationers in the industry.

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I ran an art class for over 60s whose aim was to combat social isolation in Glasgow.

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I worked as a QA tester for a Horror Game company "Bloober team" and participated in an internal game jam as a writer and animator - the game we made that time is on steam "2084"

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Preached use of proper code documentation and source control to undergraduate students to help build portfolios, assisting them where necessary when issues occurred both on paid time and personal time. Practised use of both religiously myself.

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Job experience

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Took part in Tranzfuser 2018 and which led to showcasing a game at EGX 2018.