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Ashley Stanley-Webb

(he/they)

Technical Artist

I'm a 23-year-old technical artist, currently studying Computer Games Technology as a third-year student at the University of Portsmouth.

I just finished a placement year with EA & Codemasters, working as a technical artist and shader specialist on F1 25!

My passion for games stretches back across my entire life, and my professional experience has led me to proficiency with Unity, Unreal, Houdini, and more!

“Ashley is an incredible, talented programmer and dedicated student. I wholeheartedly recommend Ashley ... their academic achievements, unwavering passion for game development, and their strong work ethic makes them an ideal candidate.”

-Adam Jerett
Lecturer, Computer Games Technology, University of Portsmouth

Skills

Unreal Engine 5 & C++
- 24 Months Experience
- 5 Projects Completed
Unity Engine & C#
- 24 Months Experience
- 4 Projects Completed
Houdini
- 18 Months Experience
- 3 Projects Completed
3DS Max & Maya
- 18 Months Experience
- 2 Projects Completed
HLSL
- 18 Months Experience
- 2 Projects Completed
Perforce
- 24 Months Experience
- 4 Projects Completed

About Me

Past

I've been designing games since I was a child, and I've been coding them into reality since I was 14!

I've always been thorough with my creativity; often thinking about games I enjoy for longer than I'm actually playing them, and I'm very particular around colours and technical synergies.

This shows up in my hobbies, too; for example, I love writing about and painting Warhammer armies!

Future

A large part of undergraduate game development is deciding your speciality - and after enjoying both the work and collaboration from my internship as a Technical Artist, I'm sure it's the right role for me.

I currently see my future as an employee of a larger studio, using what I've learned as part of a team all contributing towards a singular goal.

As for now...

I'm graduating from the University of Portsmouth's Games Technology course in the summer, with a predicted 1st!

Inspirations

  • 1. Outer Wilds: EotE
  • 2. Divinity: Original Sin 2
  • 3. Monster Hunter World
  • 4. Satisfactory
  • 5. Ark: Survival Evolved
  • 2025 - 2026: I've since returned to my studies for my final year of University, where I'm tailoring each of my projects towards being a Technical Artist, certain that it's a role I can enjoy far into the foreseeable future.

    This includes: A tools-facing Miniature Painting Simulator in Unreal, a mathematically intricate Terrain and Navmesh Generation System, a substantial Client-based SDK allowing companies to create custom controllers for Unreal with 12 incredibly talented peers, and more!
    2025
  • 2024 - 2025: I landed an internship with EA / Codemasters, working on F1 25! My time here developed a far more professional skillset; not only able to work cohesively in teams of any size, but able to meet deadlines and organise my time as needed for delivering a product as well.

    Technically-speaking, I also familiarised myself with an in-house engine for the first time, and spent much of my time analysing and fixing bugs with existing shaders, leaving significant lasting impact on the finished product.
    2024
  • 2022 - 2024: I enrolled at the University of Portsmouth, studying on their Games Technology course. My first two years here were a diversified smorgasbord of different industry-relevant tools across different disciplines: Unreal, 3DS Max, and Houdini, to name a few.

    These two years also marked my first time working as part of a larger team both in my studies and extracurricularly.
    2022
  • 2021 - 2022: Brimming with inspiration after being in education for so many years, I worked as a solo technical developer on my passion project, SolarSprite - teaching myself Unity, C#, and Blender in the process.

    I had the professional and evaluative support of MTStudios to oversee my progress meanwhile!
    2021
  • 2014 - 2021: I moved on to secondary school for three-and-a-half A-Levels, attaining an A in Computing, B in Maths, and C for Physics and my EPQ.

    I also earned high-performing STEM GCSEs to match (7 in Computer Science and Mathematics, among others!).
    2014
  • 2002 - 2014: I was a pre-secondary school kid, spending my days designing additional levels for my favourite games on paper and in level editors.
    2002

My Projects

F1 25

As an intern at EA / Codemasters, I learned to fix shaders put onto hundreds of thousands of screens, investigated procedural optimisations - saving crucial time for both our players on the track, and the artists behind them.
I also researched and presented cutting-edge graphical techniques that the wider art team could implement into our own systems!
My contributions to the team exceeded intern expectations, and will remain one of my points of pride for years to come.

Digitising Miniatures

The Dissertation Artefact for my Game Development Degree's third year, this project sets out to ask a question; "Can the texturing aspect of the art asset pipeline be fun, and intuitive, for a player?" - and based on player feedback, that answer is "Yes"!
Practicing exposure of a Technical Artist's tooling workflow to a real-time environment, this Unreal 5 project gave me a wealth of knowledge about C++ and the underlying concepts behind an engine-agnostic rendering process.

Play on your Desktop! Source

Bespoke Firmware Driver

Working as the Tech Art Lead in a group with a dozen incredibly talented developers, we created a FAB Marketplace Plugin aimed at companies requiring bespoke controller integration for VR training simulations.
My contributions centered around effective cohesion between the code and art departments via flexible management across five different stages of the deliverable pipeline, as well as being the primary software coder for the example demos' gameplay.
Being with the University of Portsmouth, this project largely saw Naval use, and our team is due to show it off to the broader DSET come summertime!

Source

SolarSprite

SolarSprite features procedural and fully-destructible terrain generation, realistic orbital physics, and intuitive factory construction.
As my first independent project, it was scoped as a learning project to explore procedural systems and physics simulation – I researched and designed for a much more expansive game, but in the end, decided university would better diversify my skillset.
However, the result is still something I'm extremely proud of, and I can't wait to show it off to you.

Play in your Browser! Source

Additional Artefacts

Houdini Terrain & Weather

Houdini Terrain & Weather

Houdini's many techniques, weathering three different peaks!

Gloaming Gerstner Waves

Gloaming Gerstner Waves

An HLSL Ocean Shader designed for modularity from aground-up!

3DS Max Abarth 124 Spider

3DS Max: Abarth 124 Spider

Form, surfaces, and geometry — learning the craft of 3D modelling from the ground up.

PS5 Shaders

PS5 Shaders

First-party hardware, internal documentation, and a shader system built entirely from scratch.

Arachnophobia!

Arachnophobia!

Delve deep, and escape with the idol — but first, escape from the spiders!

Cosmos Math

Cosmos Math

Hand-coded orbital physics — building the universe from scratch, one matrix at a time.

TakeOut

TakeOut

Fight off a horde with blood, sweat and tears - but make sure you clean up when you're finished.

NavScape!

NavScape!

A mountainous world upon a navmesh, and the people that call it home.

Contact Me!


If you like, you can get in touch with me using any of the methods below, or quickly ping me an email using the form. I'm excited to hear from you!

EMAIL: ashley@stanleywebb.com
PHONE: (+44) 7562 755 142
LINKEDIN: ashley-stanley-webb
DISCORD: sook.iii
ITCH.IO: sookiii

DOWNLOAD: My References
AND ALSO: My Curriculum Vitae