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SCREENSHOTS

GET TO KNOW DANIEL

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Can you describe the extent of any relevant work experience you might have?

I haven't had direct work experience in the industry yet, as I’ve been balancing university, part-time work, and developing myself both personally and professionally. Alongside learning the necessary skills for the industry, I’ve taken the initiative to speak with my tutors and a professional vehicle artist, who have shared valuable advice and insights. These conversations have given me a strong understanding of the expectations and what’s required when entering the industry, and have helped guide the direction of my learning and personal development.

How would you describe your contribution to your group project?

My role in the project was as a Vehicle Artist, where I designed the space shuttle featured in the scene. I drew inspiration from both Cyberpunk 2077 and real-life references, including military vehicles, civilian transport, and cargo vehicles like buses and lorries. Initially, I wasn’t too excited about creating a sci-fi vehicle it's not something I usually lean toward but I decided to trust my instincts and just go for it. With the references I gathered and my existing knowledge, everything came together surprisingly well.
In addition to the shuttle, I also stepped in as a Prop Artist when needed, creating various props quickly to help fill out the scene and support the overall environment.

What do you specialise in and what made you choose that specialism? 

I specialise in vehicle art. I chose this specialism because I’ve always had a strong understanding of how vehicles work, along with a long-time fascination for military vehicles in particular.
Ever since I was younger, I was constantly drawing all kinds of vehicles, and as soon as I got into 3D modelling, I naturally gravitated toward modelling vehicles. The very first models I ever made were two tanks haha so from there, I’ve just kept pushing to improve and focus more on vehicle design. It’s something that’s always clicked with me, both creatively and technically.

What would your ideal first role in the industry be? 

Junior Vehicle Artist

Which of your student projects are you most proud of, and why?

The project I’m most proud of is my specialism project, where I modelled a Russian multiple-launch rocket system based on the BM-30 Smerch. It gave me the chance to put my knowledge of vehicles to the test, and I was especially proud of the mesh and topology I created for the model.
Throughout the project, I learned a lot about optimisation particularly how to reduce the poly count without sacrificing detail and it helped me become more efficient in my workflow. It was a challenging build, but also the one where I saw the most growth in my technical and artistic skills.

What’s a piece of media (film, game, animation) that changed the way you think about your discipline? 

For me, it was mainly certain video games that changed the way I think about 3D modelling. I’ve always been quite analytical when it comes to vehicles in games, often finding myself just taking time to study the details rather than actually playing.
That habit made me look at 3D art from a different perspective not just as a player, but as a creator. It helped me understand the design choices behind vehicle models and gave me the confidence to approach my work with more intention and attention to detail. It definitely pushed me to raise the standard of my modelling.

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