Mark has been in the industry since 1999, beginning his career as an environment artist on Playstation 1 titles. He has worked in studios including Argonaut and Kuju during which time he transitioned into a VFX role before joining Ninja Theory as Lead VFX in 2012.
“Best decision I have ever made as I love working for Ninja Theory.”
Taking a look at our character and VFX pipelines, and how limited resources and a powerful subject matter informed some of the technical and artistic choices on Hellblade. We’ll discuss key lessons learned throughout the process, the successes and the failures, and share our thoughts on what it means for future art pipelines at Ninja Theory.
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I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
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Jo Twist, OBE
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
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Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
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