Commercially Published Games:

‘Doctor Who: The Mazes of Time’ on iPhone, iPod Touch and iPad. Published by BBC Worldwide. Released: Dec 2010

‘Crackdown 2’ Downloadable Content Pack on Xbox 360. Published by Microsoft Game Studios. Released: July 2010

‘Final Fight: Double Impact’ Downloadable title on XBL and PSN. Published by Capcom, Released: April 2010

BAFTA SCOTLAND WINNER: ‘Flock!’ Downloadable title on PC, XBL, PSN. Published by Capcom. Released: April 2009

‘Battlefield 2: Modern Combat’ on Xbox 360. Published by Electronic Arts. Released: April 2006

‘Tycoon City: New York’ on PC. Published by Atari. Released: February 2006

2D Game ‘Moving Day’ on iPhone, iPod touch and iPad. Published by proper Games Ltd. Released April 2011

2D Game ‘Yo Deshi’ iPhone. Published by Proper Games. Released June 2011

2D Game ‘Freedom City Runners’ online playable flash game. Published by Channel 4. Released Aug 2011

2D Game ‘Stupid Cupid’ iphone app. Published by Proper Games. Released Oct 2011


And a ton of offline rendering projects and confidential work.


Chris Bradwell

Creative entrepreneur and 3D artist

I have an award winning background in the video games industry.

For the last 7 years I’ve been an entrepreneur in photo-real real-time architectural visualisation promotional videos and interactive presentations using Unreal Engine 4 for the property development industry through Live Visual which I founded. Clients include the V&A Museum of Design Dundee and Ikea.

I’m very passionate about visual storytelling and I’ve gained valuable complimentary skills alongside my creative flair, in business development leadership, self motivated hard work, learning, earning and growing skills in strategy, planning, communication, financials, managing, production, finishing and delivering on time in a commercial capacity.

Skills and responsibilities: I have 2 decades of continual experience, 16 years professionally with important responsibilities producing real-time 3D environments and general 3D artwork in high and low poly, maintaining consistency, quality, art direction and technical conformity, organisation, asset pipeline and laterly the PBR pipeline. Including the following in loose order of most experience to least: PBR materials and lighting scenarios, level design, sequences, VFX, UX design, blueprints, photogrammetry, animation / working with motion capture data, rigging / skinning.

I have excellent written and verbal communication skills and I ask questions to understand others clearly.

Tools: Expert veteran in Maya (certified), Unreal and Photoshop. Expert in Unity and Substance materials. Intermediate authoring in Designer and sculpting in Zbrush.

Well versed in common tools for development like Jira and Perforce.

Production: I’ve used agile development throughout my career in teams such as task management and timelines, gnatt charts, progress and dependencies, daily progress meetings and blockers, 2 week sprints etc..

I’m experienced in working self-directed productively from home.

I’m enthusiastic about personal development and encourage those around me to grow too. Curiosity drives me to continually pick up new tools and skills to keep improving.


Really about me, personally:

I’ve been married 12 happy years and have a 5 year old boy; you might see some of the adventures we get up to on my Instagram account!

There’s a lot of things I’m into, some come and go. Usually I have a new project on the go outside of work like building a tree house and slide for my son to enjoy (well that’s my excuse) I like to run, but not too often. I watch a lot of films, and if I’m not doing that I’m reading an insightful book so that I’m always growing in my thinking and actions to live a life of fulfillment and meaning.

I’m consistently committed to personal growth by being intentional about the way I think and the way I communicate and to be completely genuine in all that I do. I’m drawn to others that share that sentiment.

Running my own business has been the most stretching experience I’ve ever had. But I’m not scared of taking on risk and trying different ways to progress each time that I fail at something, and to carry on and push through.

Say hello to me here:

My current skills, shown as the relational total time I’ve used them in commercial production:

  • Maya
  • Arnold Rendering
  • Unreal Engine 4
  • Substance materials and designer/painter
  • PBR lighting and materials
  • 3DS Max
  • Unity
  • Photoshop
  • Softimage
  • zBrush
  • Agile Development
  • Source Control
  • Premier Pro
  • After Effects
  • Illustrator
  • WordPress
  • Trello and Slack