Hi there! My name is Jake. I'm a 23 year old Hard Surface Prop artist that graduated from Teesside University with a 2:1 BA (Hons) Degree in Computer Games Art.I've been passionate about gaming for as long as I can remember, most notably being heavily involved in the Halo and Destiny communities, diving into the modding scene for Halo: Custom Edition in my early teens and then becoming a fan artist for both properties in Source Filmmaker and later Blender.I have an avid interest in telling stories. A lot of my work has a story behind it, I take pride in my creativity and the passion I have in my work is poured into every piece.

On top of my Hard Surface work, I have taken a hobbyist role as a compositing artist, creating artwork in Blender, making fan art for Halo and Destiny, and occasionally Star Wars. I create pieces as personal projects, commissions and as a thumbnail artist for Myelin Games and Ms5000watts, two popular Destiny content creators. Below are some examples of my work, showcasing my abilities in posing, lighting, rendering, camera work, material creation, and more.
On the left is personal work and other commissions, and on the right is my thumbnail work for Myelin and Watts.

Installation 01

Installation 01 (2017-2019)

Arripe Gladium

Arripe Gladium (2021-Present)

Fur Ever After
Fur Ever After

Installation 01 is a fan developed multiplayer shooter developed in the Unreal Engine (Formerly Unity) inspired by the origional trilogy of Halo games.I worked on the project on a part time basis early into my career at 17 years old as a prop artist for the team. I worked alongside fellow artists under the direction of the art leads, picking up asset tasks and following the game's art documentation, delivering prop assets to be used in the game's maps. Source control systems were also utilized for asset documentation, management and iteration.During my time on the project, I primarily worked on the map Cavity, a remake of Halo 3's Foundry map. I also assisted in additional duties such as texture creation and miscellaneous assets for other maps.My time on the project lasted two years, as I left the team to focus on my studies more in 2019. More information on the project can be found here

Arripe Gladium is a group of creators in the Destiny community founded by Jay Zelman AKA BlueJay in 2021, with the collective goal of working towards making moves into the Games Industry. We are most known for our standout project: Season of the Plague.SoTP was a concept season for Destiny 2 with the core theme of reintroducing SIVA, one of the major elements of Destiny's Rise of Iron expansion. The project included concepts for story, gameplay encounters, cinematics, weapons, armour, enemy designs and armour mods.I contributed to the project by designing and kitbashing weapon ornaments using existing assets, namely ornaments for Suros Regime and Felwinter's Lie. I also assisted other members of the team with Compositing art for promotional material, and other odd jobs in various elements of the project.Nowadays the group exists in name only. Various lead members have achieved the goal of breaking into the industry, with the experience and exposure from SoTP being a huge boost for the rest of the team. Being featured in article's from Forbes Magazine's own Paul Tassi.More information on the project and it's members can be found here

Final Year Project - Halo: Mythic Armoury

Final Year Project, creating three weapon assets inspired by the Halo Universe and designed by Rigel Blatt using Blender and Substance Painter.Direct inspiration was taken from the classic Bungie era of the Halo franchise, with some elements being taken from the real-world weaponry that inspired the original Halo's arsenal.Turntable and beauty shots rendered in Blender 3.0 Cycles. Beauty shots composited in Photoshop.
Spartan Models created and owned by 343 Industries, Elia Sheikh-Bahaie and Josh Eastaway

Remington 700T

Originally created in 2019 using Maya and Substance Painter for my Modelling for Games module in my first year of university.
A new texture set with new UVs and fixed mesh was developed in late 2021 using Blender and Substance Painter for my Upskill module in my final year of university.
I received a grade of 82 for this piece.
Beauty shots rendered in Blender 3.0 Cycles.

Outer Worlds Inspired Shotgun

Originally created in 2020 using Blender and Substance Painter for my Hard Surface Modelling module in my second year of university.
The brief was to create an asset inspired by the 2019 game "The Outer Worlds" from Obsidian Entertainment.
I received a grade of 74 for this piece.
Beauty shots rendered in Blender 3.0 Cycles.

Resume


SkillsHard Surface, Weapon Design, 3D modelling, Weapon Modelling
Software ProficiencyBlender, Maya, Substance Painter, Photoshop

Productions

ReleaseYearRoleTeam/Company
Season of the Plague2020Concept Weapon DesignerArripe Gladium

Experience

RoleDatesLocationNotes
3D ArtistSep 2021-Jan 2022Middlesbrough, UKWorked under lead artist to create game ready assets for Fur Ever After. Assisted Lead Artist by taking over some texturing duties for assets they created.
Concept Weapon DesignerMar 2021-May 2021RemoteJoined Arripe Gladium to assist in creating elements for Season of the Plague. Kitbashed assets to design concept weapon ornaments for a theoretical season for Destiny 2 from Bungie. Assisted other artists and animators in their tasks.
Junior Lead ArtistJan 2021-May 2021Middlesbrough, UKSecond Year Journeyman project. Worked with lead artist to create design doc and assign tasks for artists. Created weapon assets, health bar elements and project logo.
Volunteer Junior 3D GeneralistJul 2017-Jul 2019RemoteAssisted the Installation 01 team with environment asset creation, shadowed lead artists to learn tools of the trade, worked with concept artists to maintain visual style consistent.

Education

SchoolDatesLocationCourse
Teesside UniversitySep 2018-Jun 2022Middlesbrough, UKBA(Hons) Video Games Art with Foundation Year
Lincoln UTCSep 2016-Jul 2018Lincoln, UKCambridge Technical Video Games Art and Design