About
Hi, I’m Mikey, a passionate and versatile Senior 3D Artist with over eight years in the games industry. I thrive in all areas of art and tech-art, from environment and character design to VFX, rigging, animation, and procedural workflows.
Art & Technical disciplines
I work fluidly across the art pipeline, from sculpting and texturing to rigging, animation, VFX and shaders. Blending creativity with technical know-how.
Confident team leader
I’ve led teams through tight deadlines and tricky briefs, mentoring junior artists and keeping projects running smoothly with clear, collaborative communication.
Indie and AAA experience
From small indie teams to larger-scale productions, I adapt quickly to different pipelines and studio cultures, always bringing a solutions-focused mindset.
Optimisation, rigging, shaders
I create performant, polished assets that hit visual goals without compromising performance, and I enjoy building smart tools that help teams work faster.
Committed to accessibility and inclusion
As a legally blind developer, I advocate for inclusive design and accessible workflows. Games should be made by everyone, for everyone.

Whether I’m crafting stylised environments or diving into shader development, I love pushing creative and technical boundaries using tools like Maya, Substance, Unity, and Unreal Engine.
Over the years, I’ve had the privilege of working on projects like Zombieland: Headshot Fever Reloaded, Pacer, and Turbo Golf Racing, contributing to everything from hero props and environments to lighting and optimisation. Most of my work has shipped on major platforms including console, PC, and VR.
Beyond the art itself, I care deeply about collaboration. I’ve led teams, mentored junior artists, and supported studios in hitting quality benchmarks under tight deadlines. For me, helping others grow and bringing big ideas to life is just as rewarding as creating the assets.
My work has been featured in Edge, Kotaku, and other outlets, and I’m always keen to share what I’ve learned, whether it’s through talks, mentoring, or accessibility advocacy. I believe making games should be for everyone, and I’m proud to use my lived experience to push for more inclusive, accessible industry practices.
My Perspective
In 2012 I was diagnosed with a rare eye disease called Keratoconus. Over time, I lost most of my functional sight and am now legally blind. That could have ended my journey in games, but instead, it reshaped it.
Losing a lot of my vision taught me to work smarter, communicate better, and design with intention. It gave me a different perspective, one I now bring to every team and every project. I’m living proof that there’s no one “right” way to be a game artist.
