Ben Peacock
Ben Peacock
3D Artist | 2+ Yrs Stylised Art for Clash of Clans
Newark, United Kingdom

About

3D Artist with a Master’s in Games Design and 3.5 years of professional experience, including more than two years at Surface Digital collaborating on stylised environments for Supercell’s Clash of Clans. Previously produced realistic appliance models for Wren Kitchens’ real-time interior design software. Skilled in 3ds Max, Maya, Blender, Substance Painter, and Photoshop, with experience in ZBrush, V-Ray, and Unity. Adaptable and quick to learn, with a strong drive to contribute to ambitious, visually compelling projects.

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Skills

Hard Surface ModelingProp ModelingPBR TexturingTexture BakingUV MappingHigh-poly ModelingPhysically Based RenderingTexturing3D ModelingDigital SculptingLow-poly ModelingRendering

Software proficiency

3ds Max
3ds Max
Maya
Maya
Blender
Blender
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
Marmoset Toolbag
Marmoset Toolbag
PureRef
PureRef
ZBrush
ZBrush
Unity
Unity
V-Ray
V-Ray
Arnold
Arnold
Jira
Jira

Experience

  • Freelance 3D Artist at Surface Digital
    Newark-on-Trent, GB
    April 2023 - May 2025

    Collaborated on stylised environments for Clash of Clans in a small, remote team.

    • Delivered stylised buildings, vehicles, props, and decorative assets for themed environments

    • Contributed towards 21 background sceneries including 8 custom scenery icons

    • Developed assets using 3ds Max, Blender, ZBrush, Substance Painter, Arnold and V-Ray

    • Built and rendered content using a high-end workstation for demanding freelance projects

    • Enhanced environment detail using a mix of original and existing assets to ensure visual cohesion

    • Shared progress and ensured visual consistency through daily Slack collaboration

  • 3D Artist at Wren Kitchens
    Barton-upon-Humber
    December 2021 - March 2023

    Created realistic appliance and prop models for Planner, Wren’s VR interior design software built in Unity.

    • Produced optimised 3D assets tailored for VR performance and visual fidelity

    • Integrated assets into Unity with unique settings for each asset type

    • Reduced polygon counts strategically to balance quality and runtime efficiency

    • Collaborated with cross-functional teams using Teams and Jira in an agile development pipeline

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