Dean Ashley Email and Phone Number
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Dean Ashley personal email
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I have 27 years industry experience, and, as an artist, have worked on over 16 AAA titles for both Sony Computer Entertainment Europe and Microsoft Game Studios. Highlights include being part of the WipEout, MotorStorm, Formula 1, Forza and Guerrilla games Horizon franchises, gaining much experience working with a number of consoles (PS1, PS2, PSP, PS3, PSVita, PS4, Ps5, Ps5 VR and Xbox One).During my career, I have worked most disciplines modeling Vehicles, Hero Props, Weapons, Environments, pipelines, Team Leadership and Art Direction.I have excellent high and low polygon modelling skills including a good knowledge of materials, shaders and rendering. I have a wealth of knowledge and experience of game pipelines.I'm self motivated, intelligent and enthusiastic with the ability to motivate others. I have a true passion for games (understatement!), great attention to detail, and a desire to create outstanding entertainment experiences. I am a good communicator and a great team-player, I maintain good relationships with other team members and I always ensure high quality work is delivered on time achieving all set targets and deadlines. I can work to any art style required.Over the years my career progressed from Artist, to Senior, to Lead and now currently, Associate Art Director. Specialties:• High Poly modelling• Low Poly modelling• Vehicle modelling / design• Environmental modelling / design• Asset modelling • UV unwrapping • Team leadership and management.• Team mentoring, giving feedback and encouraging creativity and participation.• Team moral support.• Able to drive change and inspire others to generate new ideas.• Strong knowledge of game engines and the full Dev cycle.• Good knowledge of both 2D and 3D Packages.• Pipeline creation.• Problem solving attitude.• Strong Artistic skills and quality bar.• Strong work ethic.Experienced user of:• Autodesk Maya• Autodesk 3DSMax• Adobe Photoshop• Adobe Illustrator• Adobe Substance Painter• Adobe Substance Designer• Unreal Engine• Unity• Perforce Asset Management• Atlassian Jira
Wushu Studios
View- Website:
- wushustudios.com
- Employees:
- 25
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Principal ArtistWushu Studios May 2024 - Present -
Associate Art DirectorFiresprite Mar 2023 - May 2024Liverpool, England, United KingdomUnannounced project -
Lead Environment ArtistFiresprite Nov 2016 - Mar 2023Liverpool, England, United KingdomI worked on a number of titles in Firesprite in varying roles over the years, Weapons Artist, Props/ Hard Surface, however, I had the honor and pleasure of leading the amazing Environment team throughout development of Horizon Call of the Mountain, while also being an active member of the team building the levels.Not only was I was responsible for driving the visual quality for the entire team across all environments, I was also providing leadership, guidance, feedback and mentoring while closely working with the Code, Narrative, Design, and Animation departments.I was responsible for the team management, scheduling, creating the environment pipelines and working practices, asset library management, building assets, geometric budgets, texture budgets, taking levels from blockout to final art, and the final optimisation.Horizon Call of the Mountain has won so far:-• The 2023 Develop Star Awards for Best Visual Art and Best Technical Innovation.• The 2023 Golden Joystick award for Best VR Game. • The 2023 TIGA Award for Best Visual Design.• The 2024 DICE Award for Immersive Reality Technical Achievement. -
Lead Vehicle ArtistPlayrise Games Ltd Oct 2014 - Oct 2016Liverpool, England, United KingdomDuring this project, I had the pleasure of modelling and texturing all 16 vehicles while leading a small team which mainly worked on alternate liveries. I was also responsible for the technical aspects of the art team, setting up the pipeline, the art processes, tools needed, geometric budgets, texture budgets and schedules. -
Senior Vehicle Artist - Forza Horizon 2Playground Games Mar 2013 - Sep 2014As Senior Vehicle Artist at Microsoft, my main responsibilities were wide and varied. During the pre-production / R+D phase, I helped develop various in-house tools, shaders. I also assisted with overhauling and improving the pipeline ready for production and fully documenting it for other artists to learn from.During production, I worked primarily on the vehicle team, however I also modeled and fully lit Environmental scenes and built all the general props / assets within them.I worked closely alongside the lead and assisted all aspects of efficient asset production and covered his role in his absence. As a Senior member of the team I was also responsible for mentoring other artists, teaching them in 3DsMax / Maya / Photoshop. -
Environment / Asset ArtistFreelance Aug 2012 - Mar 2013Liverpool, England, United KingdomAfter Sony Liverpool unfortunately closed, I worked as a Freelance Artist over the Christmas and New Year period, before finding full time employment again. I worked mainly for Wayforward Games in California, modelling a volcanic environment scene for a boss battle in Smurfs 2 (Multi-format). When complete, I then modeled a few Vehicles (tanks) and assets for one of their currently unannounced upcoming projects. Other Freelance work included doing work for 2 print magazines (RETURN in Germany and EGM in USA), providing assets for their front covers and editorial pages.
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Vehicle (Ship) Artist - Wipeout 2048 (Psvita)Sony Computer Entertainment Europe Jan 2011 - Dec 2011Liverpool, England, United Kingdom• Designed, modelled, textured 6 of the team ships, LODs and damaged ship models.• Created various ship effects (ship shield, leech beam, engine flares, ghost ships)• Rendered the unlock sequences for ships \ trophies.• Assisted with shader creation, • Assisted with various design ideas throughout the games development cycle. -
Vehicle And Environment Artist - Motorstorm Apocalypse (Ps3)Sony Computer Entertainment Europe Apr 2009 - Nov 2011Liverpool, England, United Kingdom• Modelled sections of the 'Mainline' track environment (driveable surface and all surrounds).• Modelled props and general assets for various track environments.• Modelled destructible buildings for various tracks environments.• Designed, modelled, textured and rigged vehicles for most classes.• Created LOD models and collision models. -
Vehicle (Ship) Artist - Wipeout Hd:Fury (Ps3)Sony Computer Entertainment Europe Nov 2008 - Apr 2009Liverpool, England, United Kingdom• Designed, modelled, textured 3 of the team ships, LODs and damaged ship models.• Created various ship effects (ship shield, leech beam, engine flares, ghost ships). • Assisted with shader creation.• Assisted with various design ideas throughout the games development cycle. -
Environment Artist - Motorstorm2 (Ps3)Sony Computer Entertainment Europe Jun 2008 - Nov 2008Liverpool, England, United Kingdom• Modelled the 'Garage' environment scene, used for vehicle select and vehicle customisation.• Various assets and props.• Assisted with shader creation. -
Vehicle (Ship) Artist - Wipeout Hd (Ps3)Sony Computer Entertainment Europe Mar 2007 - Jun 2008Liverpool, England, United Kingdom• Designed, modelled, textured 5 of the team ships, LODs and damaged ship models.• Created various ship effects (ship shield, leech beam, engine flares, ghost ships).• Assisted with shader creation.• Assisted with various design ideas throughout the games development cycle. -
Vehicle And Environment Artist - F1 Champ Edition (Ps2/3/Psp)Sony Computer Entertainment Europe Mar 2005 - Mar 2007Liverpool, England, United Kingdom• Early R+D for the cars (Pre PS3 Dev kit) (poly counts, texture sizes, shaders, car damage)• Modelled half of the main team cars, LODs and damage pieces.• Re-modelled and lit the 'Pit lane Garages' environment used for the car select screen and career mode. -
Vehicle And Environment Artist - Formula One 2005 (Ps2)Sony Computer Entertainment Europe Mar 2004 - Mar 2005Liverpool, England, United Kingdom• Modelled team cars, extra bonus classic cars, LODs and damage.• Re-worked the 'Trophy Room' environment.• Re-themed the 'Pit lane Garages' environment, used for the car select screen, and career mode. -
Vehicle And Environment Artist - Formula One 2004 (Ps2)Sony Computer Entertainment Europe Mar 2003 - Mar 2004Liverpool, England, United Kingdom• Modelled every team car, extra bonus cars, all LODs and damage.• Modelled the 'Trophy Room' environment.• Modelled and lit the 'Pit lane Garages' environment, used for the car select screen and career mode. -
Junior Vehicle Artist - Formula One 2003 (Ps2)Sony Computer Entertainment Europe Mar 2002 - Mar 2003Liverpool, England, United Kingdom• Modeled all team cars and all LODs.I won an award for my work from Phil Harrison on F12003 and 2002, for 'Outstanding Artistic Achievement' -
Junior Vehicle Artist - Formula One 2002 (Ps2)Sony Computer Entertainment Europe Feb 2001 - Mar 2002Liverpool, England, United Kingdom• Modeled all team cars and all LODs. -
Tester \ Lead TesterPsygnosis Jul 1996 - Feb 2001
Dean Ashley Skills
Frequently Asked Questions about Dean Ashley
What company does Dean Ashley work for?
Dean Ashley works for Wushu Studios
What is Dean Ashley's role at the current company?
Dean Ashley's current role is Principal \ Lead Artist at Wushu Studios.
What is Dean Ashley's email address?
Dean Ashley's email address is de****@****ail.com
What skills is Dean Ashley known for?
Dean Ashley has skills like Game Development, Maya, Texturing, Photoshop, Video Games, Ps3, 3d Modeling, 3d Studio Max, Game Design, 3d Rendering, Texture Painting, Perforce.
Who are Dean Ashley's colleagues?
Dean Ashley's colleagues are Declan Fogarty, Ian Bradley, Stephanie Mclean, Ali Khalili, Blair Gray, Charlie Hutchinson, Beki Louise Rigby.
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