Joel (“The Owl”) has worked in and around the games industry for almost 20 years, with over 10 published titles, and has done just about every job that could be asked from a game development artist. He takes an extremely pro-active approach to his work, embodying the phrase “play hard, work hard”.
Joel finds the natural world immensely interesting: everything on it, its natural history, everything around it and its place in the context of the universe. He first began expressing this passion digitally in 1983 on his second computer, a Sinclair ZX Spectrum (48k) featuring a mouse and eight colours, and would save his creations to tape.
Over the last 5 years, Joel has been highly involved in the modding community and indie development. Like many creative-types, his ecosystem of projects are works in progress. Several years ago, Joel chose to take an hiatus from the corporate games industry to pursue other interests and broaden his horizons, in order to grow personally and creatively. When not working on components of complex technical art, Joel enjoys a bit of personal gardening and remodeling, including painting murels around the house; crafting costumes (check out his high-quality Storm Trooper helmet >); and taking apart, reassembling, and building computers and other gear, including his DIY 3D printer.
Joel was born in Wiggington and grew up in Worcester, and after a few jobs around the country, finally settled 16 years ago in Royal Leamington spa, where he has for a great deal of the time worked as a professional artist, and lives with his fiancé.
Visit his portfolio here.
“What I look forward to is continued immaturity followed by death.” – Dave Barry
– Art Director: Directing and coordinating art development standards and processes; Shader Forge and substance design to construct shaders and substances for use in Unity; creating the technical art foundations for current and future products
– 3D & Texture Artist: 3D objects via 3DS Max and zBrush
– Graphic Designer (including Video Editing/Compositing): As a trained graphic designer, Joel uses Inkscape, Adobe Photoshop, and Adobe After Effects to create a variety of media — including but not limited to the logos for each of the games, as well as the 3D render and finish of the Mjolnir Software logo