Eighteen years across AAA and indie - shipping design, art, and strategy for studios from Ubisoft to Square Enix. I work in four areas, contract or full-time.
Available for contract and full-time work: Game Design · 3D Art · Mock Reviews · Brand Strategy
Combat systems, mechanics, and levels - designed on paper, then built and tuned in the engine.
Game-ready characters, weapons, and props - sculpted, retopologised, textured, and dropped straight into your build.
Independent evaluation reports at your key milestones - the honest read a publisher gives you, before the publisher gives it.
Brand positioning and franchise strategy at Square Enix, across Life is Strange, Just Cause 4, and Outriders.
Game development generalist with eighteen years across AAA and indie. It started in 2004 with the Half-Life and Warcraft 3 map editors and self-taught 3D modelling; by 2008 it was a job. Since then I've designed and implemented gameplay systems, sculpted and textured game-ready assets, evaluated builds at every milestone from first playable to launch, and led brand strategy on a Square Enix franchise portfolio. The through-line is the same in all four: understand what the game is trying to be, then close the gap between that and what's on screen.
I like to be hands-on - in the engine, in ZBrush, or in the room where the hard call gets made. Available for contract and full-time work in any of the four disciplines above.
Masters of Games Art; Major in Game Design
Bachelor of Computer Games Art; Major in Character Design
Bachelor of 3D Design and Animation; Major in 3D Film Production
Got a contract or a role in mind, or want to talk through whether I'm the right fit? Tell me which discipline you're after and roughly what you need.
hello@peterfury.com