I have over 33 years of experience working in the video games industry. I got my first job in 1985 aged 17 at the dawn of home computing in the UK, I worked initially as a 2D pixel/sprite artist on a handful of released titles before forming a development team called Creative Reality with Neil Dodwell and Jas Austin. Here we developed original games for over 15 years on the ZX Spectrum, Amstrad and C64; through the Amiga, PC and consoles. I have grown from a 2D pixel artist and game designer to an animator and more. I have worked on games for PlayStation and Xbox and have had more than 13 games published – a mixture of wholly original titles, third-party conversions and various types of contract work – the last of which was as a character animator for Rockstar Games in Leeds. Recently, I have been experimenting with various VR headsets and have designed a narrative-based adventure system for PC.Over the years I have picked up many additional skills including poly modelling, texture mapping, level design and puzzle scripting. I have had a lot of experience exporting 3D models and animation using various middle-wares. I am highly motivated, hardworking and passionate about games, with a good knowledge of gaming history. I communicate my ideas well and believe strongly in original, imaginative and creative game design.
-
Game DeveloperCreative Reality Oct 2011 - PresentLeeds, United KingdomSelf-employed developing various game prototypes using Unity 3D – Including a demo for a VR Adventure game and most recently a narrative based horror game for mobile and PC. -
Contract AnimatorRockstar Games Mar 2010 - Sep 2011Leeds, United KingdomEmployed as a contract animator for the game L.A Noire (2011) I used Autodesk Motionbuilder to edit motion capture data into suitable game animations.I also worked briefly on GTA V (2013) editing animation for the games first promotional teaser. -
Game DeveloperCreative Reality Jun 2002 - Feb 2010Portsmouth, United KingdomSelf-employed developing own game ideas – Work slowed down for several years due to health reasons – Went to Portsmouth University to study Computer Games Technology (BSc) where I completed 2 years of the course but left early for the Rockstar position in 2010. -
3D AnimatorWarthog Games Ltd. Jun 2001 - Jun 2002Stockport, United KingdomWorked as a character animator on E.T: Return to the Green Planet in a team of 12, using MAYA to produce animation for this 3D adventure (unreleased).
-
Game DeveloperCreative Reality Jan 1986 - Nov 2001Portsmouth, United KingdomCreative Reality was formed in 1985 with two other partners and has since developed 9 published games released on various platforms as listed below:Martian Gothic: Unification - 2001 (PS1/PC) - Take-Two InteractiveMartian Gothic is an original survival horror game published by Take-Two, on which I was the sole 3D character animator and co-designer. I also produced the project day-to-day with a full-time team of 8 people along with several freelance artists. I was involved in everything from voice recording, art production and localization to play/bug testing and final mastering.Dreamweb - 1995 (PC/AMIGA) - Empire InteractiveAn original game designed and produced solely by Creative Reality. I was co-designer and responsible for all graphics. Dreamweb was published by Empire Interactive and is featured in the publication Commodore Amiga: A Visual Compendium, and is also due to be featured in the upcoming publication The Art of Point-and-Click Adventure Games both by BITMAP BOOKS.MYTH: History In The Making - 1989 (ZX Spectrum/Amstrad) – System 3I was co-designer and responsible for all graphics. This was based on the C64 title which we re-designed for the Spectrum. It achieved review scores of over 90%, including a Crash Smash!REX - 1988 (ZX Spectrum/Amstrad) - MartechRegarded by some as a ‘speccy’ classic, I was co-designer and responsible for all graphics. This game is also featured in the publication ZX Sinclair Spectrum: A Visual Compendium by BITMAP BOOKS. The Creative Reality developed titles as listed below. I was responsible for co-design and all of the graphics:The Fury - 1988 (ZX Spectrum/Amstrad) - Martech Nemesis the Warlock - 1987 (ZX Spectrum/Amstrad/C64) – MartechSlaine - 1987 (ZX Spectrum/Amstrad/C64) – MartechTarzan - 1986 (ZX Spectrum/Amstrad/C64) – MartechW.A.R - 1986 (ZX Spectrum/Amstrad) – Martech -
Graphic ArtistCatalyst Coders Jan 1985 - Dec 1985Portsmouth, United KingdomI got my first job at 17 (1985) at Catalyst Coders during the dawn of home computing in the UK. Here I worked as a 2D pixel/sprite artist on a few titles before forming my own development team. At Catalyst Coders I worked on two games; Geoff Capes Strongman Challenge (1985) and Gyroscope (1985).
David Dew Education Details
-
St. Vincent College, Gosport'O' Level
Frequently Asked Questions about David Dew
What company does David Dew work for?
David Dew works for Creative Reality
What is David Dew's role at the current company?
David Dew's current role is Video game Designer and Artist / Animator.
What schools did David Dew attend?
David Dew attended St. Vincent College, Gosport.
Not the David Dew you were looking for?
-
1 +447968XXXXXX
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial