Patrick Ward

Patrick Ward Email and Phone Number

Art Director and Senior Artist @ SLITHERINE SOFTWARE UK LIMITED
Liverpool, GB
Patrick Ward's Location
Liverpool, England, United Kingdom, United Kingdom
Patrick Ward's Contact Details

Patrick Ward work email

Patrick Ward personal email

n/a

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About Patrick Ward

Patrick Ward is a Art Director and Senior Artist at SLITHERINE SOFTWARE UK LIMITED. He possess expertise in texturing, video games, game development, animation, visual effects and 8 more skills.

Patrick Ward's Current Company Details
SLITHERINE SOFTWARE UK LIMITED

Slitherine Software Uk Limited

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Art Director and Senior Artist
Liverpool, GB
Website:
slitherine.com
Employees:
74
Patrick Ward Work Experience Details
  • Slitherine Software Uk Limited
    Art Director And Senior Artist
    Slitherine Software Uk Limited
    Liverpool, Gb
  • Slitherine Software Uk Limited
    Art Director / Senior Artist
    Slitherine Software Uk Limited Aug 2015 - Present
  • Patrick Ward
    Freelance Digital Artist
    Patrick Ward 2004 - Aug 2015
    Chesterfield, Uk
    Freelance digital artist, digital and printed war game cartography, mobile and PC UI design, hard body and character modelling, sculpting and texturing.Clients include:Academy Games,Slitherine,Hex War,Hunted Cow Games,Western Civilization Games/Matrix Games,A-Sharp,Scorpio CGI,Crane Marketting,Ark VFX
  • The Shenandoah Studio
    Co-Founder / Art Director / Artist
    The Shenandoah Studio Oct 2011 - Aug 2014
    Philadelphia, Usa And Chesterfield, Uk
    Shenandoah was a small start-up creating modernised classic style wargames for iOS and other platforms. Along with Industry veterans, Eric Lee Smith, Jeff Dougherty and Nick Karp, I co-founded the company in 2011. The main studio (which grew to 14 exceptionally talented programmers, designers and artist) was based in Philadelphia, USA, while I ran the art side from my home in the UK. Initially I was both Art Director and Artist and later managed a second artist.We released three successful Universal iOS games on the appstore, Battle of the Bulge, Drive on Moscow and Desert Fox and had two more in the same series and a new IP series in production when the studio was sold to Slitherine Games in 2014.The company and games garnered an enviable reputation in a very short amount of time and regularly received game of the month, game of the year and innumerable fives star ratings. Our first game, Battle of the Bulge won two coveted Charles S. Roberts awards for best Strategic Computer Game and Best Computer Game Graphics.
  • Ark Vfx
    Vfx Generalist
    Ark Vfx May 2005 - Aug 2010
    Sheffield, United Kingdom
    Ark VFX consisted of 8 full time staff - a manager, technical artist/animator and six artists covering a spread of skills. As a generalist I was involved in and responsible for modelling, texturing, shading, sculpting, lighting, rendering, render management and compositing.Software:Lightwave, Maya, Fusion, Nuke, After Effects, Photoshop,Illustrator, Zbrush, Mudbox,Pixar RendermanClients included:Saatchi and Saatchi (Singapore),Kelloggs,Ferrero,Jameson,Adidas,SEGA,Reflections/Ubisoft/AtariCodemasters,Creative Assembly/SegaEvolution Studios/Sony CE.Blitz Games,
  • Particle Systems (Later Became  Argonaut Sheffield )
    Character Artist
    Particle Systems (Later Became Argonaut Sheffield ) 2001 - 2004
    Sheffield, United Kingdom
    Exo: Low and high resolution character modelling and texturing. Some environment modelling. Marketing material.Bionicle: Low and high resolution character modelling and texturing of 130+ characters.Various demos: Character and set decoration modelling and texturing.Software: Lightwave,Photoshop,Premier,After Effects,3DSMax.Games: Exo,Bionicle,Many demos including Zorro, Star Wars, Charlie and the Chocolate Factory
  • Acclaim Studios, Teeside
    Game Artist
    Acclaim Studios, Teeside Jan 1999 - 2001
    Stockton-On-Tees, Teeside, Uk
    When I first joined Acclaim I was tasked with creating the environment models for a new Xbox water racing game but soon they were keen to use my FMV experience for their main project, Shadowman, with in-game cutscenes created in Excel and 3ds Max. Later I was moved onto pre-production for Forsaken 2, creating promotional and concept work as well as creating a long introductory video to be shown at E3.Software:Lightwave,Premier,3ds Max,Photoshop,Excel.
  • Pixelogic Ltd.
    Fmv Artist
    Pixelogic Ltd. 1997 - Dec 1998
    Sheffield, United Kingdom
    By this time I knew games/VFX was the direction I wanted to go in. Pixelogic offered me an opportunity to develop the pre-rendered work I'd started at John Moores University in a much more exciting and energetic environment. Our first game was released on PS1 in July 1998.I was responsible all the pre-rendered cut scenes, managing the company computers as a renderfarm and worked closely with our producer at Interplay to create marketing materialsSoftware: Lightwave,Photoshop,Premier
  • Liverpool John Moores University
    Multimedia Designer.
    Liverpool John Moores University 1995 - 1997
    Liverpool
    I'd taught myself 3D modelling and after a few related projects with Sony Psygnosis and the MOD was keen to explore it further. I put freelancing on ice and joined a small team at the university to create tutorial content for the Biology and Earth sciences department, using Director and 3DStudio4. My responsibilities were to interpret briefs and develop suitable training material utilising either 3D or 2D illustration and animation.Software:Photoshop,Director,3D Studio 4,Truspace.
  • Rees Design Associates
    Graphic Designer
    Rees Design Associates 1992 - 1995
    Liverpool
    To improve my business skills when I first left university I joined a business training course and soon was working with a local company, Rees Design Associates. A few months in and I was offered partnership. Great for my confidence but at the time I was too inexperienced. I decided to go freelance and retained Rees Design and later Freehand Design as my main clients. I've worked freelance on and off ever since.

Patrick Ward Skills

Texturing Video Games Game Development Animation Visual Effects Maya Compositing Uv Mapping Modeling Lighting Zbrush Graphics Illustration

Patrick Ward Education Details

Frequently Asked Questions about Patrick Ward

What company does Patrick Ward work for?

Patrick Ward works for Slitherine Software Uk Limited

What is Patrick Ward's role at the current company?

Patrick Ward's current role is Art Director and Senior Artist.

What is Patrick Ward's email address?

Patrick Ward's email address is pa****@****ise.com

What is Patrick Ward's direct phone number?

Patrick Ward's direct phone number is +197386*****

What schools did Patrick Ward attend?

Patrick Ward attended Liverpool Hope University.

What skills is Patrick Ward known for?

Patrick Ward has skills like Texturing, Video Games, Game Development, Animation, Visual Effects, Maya, Compositing, Uv Mapping, Modeling, Lighting, Zbrush, Graphics.

Who are Patrick Ward's colleagues?

Patrick Ward's colleagues are Marco Tonello, Sam O'neill, Valery Vidershpan, Maxim Klose-Ivanov, Jerry Boucher, Liam Rudnisky, Dean Walker.

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