a
adam_w_thompson

Adam T

@adam_w_thompson

3D Character and Prop Artist

Regno Unito
Inglese
Alcune informazioni sono riportate in lingua inglese.
Chi sono
I'm a freelance 3D artist with 6 years of experience and a passion for producing bespoke assets. Using a workflow that utilises industry-standard tools, I ensure every model is both visually striking and production-ready. I possess skills in adjacent disciplines such as rigging, lighting, and animation enabling a confident understanding of related areas of production, ensuring assets meet the standards required at every stage of the pipeline. I have extensive experience in using the following tools: - ZBrush - Maya - 3Ds Max - Blender - Substance Painter - Unity - Unreal Engine - Photoshop... Continua a leggere

Competenze

a
adam_w_thompson
Adam T
offline • 

Consulta i miei servizi

Modellazione personaggi
I will produce a game ready 3d character, from concept to in engine
Oggetti ed Elementi
I will produce a game ready prop, from concept to game engine

Esperienza lavorativa

Co-Founder, Co-Director and Art Lead

ResByte Games Ltd. • Lavoratore autonomo

Oct 2025 - Present7 mos

I am Co-Director of my own games studio that was formed back in October 2025. I am simultaneously Art Lead for the project the team are developing, Deep Hunger. On the project, I am responsible for the art direction; including models, textures, rigging, animation, particle effects, user interface and promotional art.

Prop Artist, In charge of Scene Management and Composition

Client Project for Time Team • Freelance

May 2023 - Sep 20234 mos

Operated in a team to produce pre-rendered animations for a Time Team feature on the Airborne Division that inspired the Band of Brothers show. My primary role was to produce 3D models based on technical drawings and photographs from World War 2 that were provided to the team by the client to accurately recreate the complete material inventory, and construction, of a Nissen Bunker as well as their typical contents. I was also responsible for collating the assets produced by the rest of the team into a 3D scene and taking it through to the final rendered images.