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I'm a passionate Games Artist specializing in Foliage. I love adapting new techniques to constantly improve, and create innovative and captivating vegetation that brings environments to life. Experienced in various workflows and Software such as Speedtree, Maya, Substance Painter/Designer and Unreal Engine for creating high-quality models in a realistic art style. Always eager to contribute creativity and collaborate with teams to deliver immersive experiences.

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Specialisms:

Foliage Specialism

SCREENSHOTS

GET TO KNOW BARBARA

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What was your inspiration for pursuing a career in Game Art?

My inspiration for pursuing a career in Game Art came from simply playing games and enjoying the immersive environments. I was always inspired by the world of design in games and was eager to learn how they are built. The most interesting art style for me in Games Art was realism, it allows you to create realistic landscapes that can be freely changed depending on your imagination.

What hobbies do you have?

My most recent hobbies are creating digital concepts of landscapes, and exploring the survival/MMORPG genre of games. I love to surround myself with natural scenery that clears my mind and inspires my imagination to thrill with innovative ideas.

How would your peers describe you in 3 words?

focused, independent, innovative.

Do you have any industry experience? If so, please give a concise explanation of the experience.

I have attended many discussions and talks with members of the industry, which provided me with a wide range of guidance and advice on the different experiences of working in the industry. Although I haven't had any previous direct experience working within the industry, these discussions helped me grasp a great understanding of what is required when entering the industry.

How would you describe your contribution to your group project?

My role in the project 'The Deserter' was to be the Foliage Artist. The art style of the project was realism, heavily based on the Savanna biome with a twist of an alien planet atmosphere. As the foliage artist, I had to plan out a coherent style for the vegetation which resembled the realistic art direction of the scene. To challenge myself, I decided to use a mix of megascan textures with textures created from scratch to achieve the unique and immersive experience that I and the team were looking for.

What lessons did you learn from undertaking your project that you'll take with you into your career?

Whilst undertaking this project, one lesson that I will carry with me into my career and future projects as a whole would be to constantly ask for feedback from the team, implement the feedback, and move on. This is because I found myself spending my time refining my work over and over again without noticing how much time I had spent. However, working in a team helps me to focus on the set feedback and work smoothly.

What would your ideal first role in the industry be?

I would love to start my game art career as a Foliage Artist in any game production industry. As a Foliage Artist, I would have the opportunity to develop my knowledge and skills further which would be ideal for my chosen specialism. This role would also allow me to work closely with different artists in the team and gain constant feedback since foliage art is a wide area of most environments.

What's an achievement from the past 3 years that you're proud of?

Last year, while working on a fan art game group project, we decided to take on the challenge to enter the Rookie Awards. The project took a lot of problem-solving, time management, organisation, and most importantly commitment. I’m extremely proud of my contribution as well as the whole team's creativity. While working on that project I found a lot of challenges along the way but with the help of others, the project was completed successfully and on time. In the end, the project won the Draft selection at the Rookies Awards 2023, which as a whole was a great experience.

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