
Andy Manns
Verified Expert in Design
Designer
Widnes, United Kingdom
Toptal member since August 6, 2024
Andy is a digital artist and designer with 30 years of experience. He has worked as a lead and art director on AAA projects, simulations, VR, and the metaverse with a diverse library of releases. He excels in 2D and 3D art, concept/ illustration, and art research. A natural creative, Andy has the professional, collaborative, and technical prowess to take ideas from briefs to reality. He also has solid expertise in all production phases and soft skill sets in presentation and documentation.
Portfolio
Work Experience
Lead Artist
Stainless Games
- Art-directed multiple projects, serving as creative lead, lead artist, and lead outsource artist.
- Led a concept art team, contributing to and evaluating a pitch for a large-scale project seeking funding.
- Budgeted and managed a team for an in-house project in a senior art role.
- Ran a remaster project up to the alpha development phase, delivering on budget and on time.
- Served as the main point of contact for art services in a co-development team with Amazon Studios.
- Delivered 2D and 3D projects with full development and art-only teams as required.
- Utilized Unity for one game and Amazon's Lumberyard engine for another, adapting to various development environments.
- Contributed, communicated, and managed in a fully remote capacity.
Principal Artist
Skyhook Games
- Provided art direction and mentorship to in-house artists.
- Assisted with art direction through mood boards and detailed reference gathering.
- Contributed as the sole artist on VR projects in collaboration with company partners.
- Advised project management staff, confirming and adjusting numbers for budgets and project plans.
- Created concept art for pitch and pilot work to help secure studio contracts.
Art Director
Bloktopia
- Led rebranding for all graphic design aspects, from logo design to customer communication, analyzing and redefining company brand language and persona.
- Created and managed the art vision for Bloktopia, as envisioned by the group stakeholders, providing creative ideation and technical roadmaps.
- Recruited and managed a small team for development projects.
- Oversaw all art projects and services, adapting workloads and detailed plans to a dynamic development environment.
- Contributed to planning a design pattern and development ideology to transform the platform from an advertising concept to a VR-enabled live platform.
- Delivered weekly communications to the wider team, explaining technical art processes and their implementation logic.
- Participated in and often led senior development meetings, guiding design and creative development.
- Served as scrum master for the art team, providing tasks, briefs, and daily catchups with team members and relevant development and production teams.
Art Director
Ballistic Moon
- Recruited the art team personally without using agencies or recruitment services.
- Developed the art vision for the project and documented its application and ideology across all disciplines.
- Planned the game's preproduction development and initial prologue within a strict budget.
- Built and managed the team remotely using Microsoft Teams, Slack, and Confluence.
- Managed the art team through group standups, discipline group meetings, and 1-on-1 calls. Occasionally visited the studio to meet with studio heads.
- Conducted extensive art research activities to define artistic and technical benchmarks.
- Led the technical art team, defining the technical art roadmap during the transition from Decima to Unreal, which required a new technical plan and implementation approach.
Senior Artist
d3t
- Contributed to modeling, lighting, engine pipeline, and character work as a senior artist on various projects.
- Assisted with studio pitches by creating concept art and consultancy notes and actions.
- Served as creative lead on the studio's largest co-development project.
- Specialized in environment and UI/UX roles on various remaster projects.
- Provided art direction in the preproduction phase of a large-scale project.
- Supported realistic and stylized projects, working in various concept art styles.
- Managed outsourcing, providing guidance on multiple projects.
World Lead | Lead Track Artist
Sony Interactive Entertainment
- Designed and managed the work for multiple race tracks based on real locations.
- Briefed and managed in-house artists to create content for the tracks.
- Developed tracks from prototype to completion and post-release, handling bug fixes and optimization, including replay and cinematic camera work.
- Authored and optimized all lighting work and art vision on applications across environments.
- Adjusted work based on engine changes and customer feedback.
- Contributed to the first live service launch of PlayStation 4.
Lead Artist
Sumo Digital
- Managed multiple outsourced art teams, ensuring projects were on budget and met deadlines.
- Served as lead artist on various tracks for the kart racing video game Sonic & All-Stars Racing Transformed.
- Provided prototype designs, art direction, and concept art for teams.
- Led the artistic efforts for the game's mobile version for Apple.
- Oversaw various Sega intellectual properties, achieving sign-off on all creative output.
Skills
Tools
Autodesk Maya, Adobe CC, Photoshop CC, Confluence, Autodesk 3ds Max, Adobe Photoshop, 3ds Max, Substance Painter, Adobe Substance 3D, Marmoset Toolbag, Slack, Unreal Engine, Mudbox, DAZ Studio Pro, Blender, PureRef, Substance Designer, Adobe After Effects
Industry Expertise
Games
Platforms
YEBIS, PlayStation VR
Other
Documentation, Concept Sketching, Hand Sketch, Research, 3D Modeling, 3D Lighting, Prototyping, Simulations, Race Track Designs, Environmental Art, Image Manipulation, SpeedTree, User Interface (UI), 3D Animation, Digital Storyboards, Project Planning, Microsoft Teams, Branding, Art Direction, Concept Art, Graphic Design, Custom Logos, Unity, Amazon Lumberyard, VR Marketing, Metaverse, Meta Quest, Unity3D, Unreal Engine 5, Unreal Engine 4, Cryptocurrency, Dystopian, Japan, Texturing, Character Design, Design Production, Visual Storytelling, Science Fiction & Fantasy, Game AI, Customization
Experience
- Photoshop CC - 20 years
- Autodesk Maya - 20 years
- Research - 20 years
- Image Manipulation - 20 years
- Prototyping - 15 years
- Art Direction - 10 years
- Unity - 5 years
- Substance Painter - 4 years
Tools
- Autodesk Maya
- Photoshop CC
- Substance Painter
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