Anthony Head

Anthony Head
Resume
Creative Technologist · Digital Artist · Software Developer
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Profile
I am a UK-based creative technologist, digital artist, and software developer with over 25 years’ experience working across art, design, real-time systems, simulation, and large-scale public-facing digital work. My practice combines artistic authorship with hands-on technical development, spanning 3D visualisation, interactive systems, real-time graphics, data-driven visuals, and custom software tools.
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I am comfortable operating across creative, technical, and research contexts, and I frequently work at the intersection of design intent and implementation — from concept and prototyping through to production-ready systems. Alongside commissioned and commercial work, I have held senior academic roles and have led R&D-focused projects involving simulation, generative systems, and complex data pipelines.
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Core Skill Areas
Creative & Design Skills
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Visual storytelling and concept development
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Generative and procedural art
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Motion graphics and time-based media
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Spatial design and 3D composition
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Lighting, colour theory, and visual mood
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Art direction for digital and experiential projects
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Translating abstract ideas into visual systems​
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Real-Time & Interactive Systems
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Real-time 3D environments
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Simulation of physical, spatial, and environmental systems
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Interactive installations and experiences
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Performance-conscious design for live systems
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Tool-building to support creative workflows
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Debugging and optimisation of complex real-time pipelines
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Software & Technical Skills
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Strong practical experience with C# in production contexts
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Unity (URP / HDRP) for real-time graphics and simulation
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Custom editor tools and workflow automation
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Compute shaders and GPU-based techniques
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Data-driven animation systems
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JSON-based pipelines and custom data formats
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Web-based 3D and visualisation (WebGL / JavaScript contexts)
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3D, Graphics & Visualisation
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3D modelling and procedural geometry
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Shader-based rendering and material systems
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Lighting, shadows, ambient occlusion, and post-processing
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Volumetric and atmospheric effects
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Fractals, generative geometry, and mathematical forms
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Rendering for both realism and stylised outcomes
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Data, Analysis & AI-Adjacent Work
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Interpreting and transforming structured datasets
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Visualising complex or abstract data
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Simulation as a form of analysis and validation
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AI training, evaluation, and annotation tasks
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Prompt analysis and response quality assessment
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Understanding model behaviour through structured testing
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Media Production
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Video editing and motion sequencing
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Audio integration and synchronisation
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Generative visuals for music and performance
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Asset preparation for live events and installations
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Cross-platform media delivery
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Professional Experience (Selected, Skills-Focused)
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Creative Technology & Software Development
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Designed and developed proprietary drone-show animation and simulation software used in over 50 large-scale public events internationally
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Built real-time 3D simulation tools to model movement, timing, lighting, and spatial choreography
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Developed Unity-based systems for visualisation, simulation, and interactive control
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Created custom pipelines to translate simulated data directly into real-world outputs
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Public Art, Installations & Events
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Delivered large-scale public-facing digital artworks and light-based installations
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Worked with spatial data (LiDAR, topography, environmental data) to drive visual outcomes
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Designed visuals intended for collective, shared experience in public space
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Balanced artistic intent with safety, performance, and real-world constraints
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Research, R&D & Academia
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Former Professor and Senior Lecturer in digital media, 3D visualisation, and creative technology
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Led practice-based research projects combining art, simulation, and computation
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Supervised student work across art, design, and technical disciplines
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Developed new teaching materials around real-time systems and generative practice
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Freelance & Project-Based Work
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Short-form contracts and commissions across creative coding, visualisation, and media
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AI training and evaluation work focused on technical reasoning and output quality
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Rapid onboarding to new tools, briefs, and constraints
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Comfortable working independently or within distributed teams
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Media & Software Experience (for Platform Matching)
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Real-Time & 3D Software
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Unity (URP / HDRP): real-time graphics, simulation, lighting, optimisation
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Blender: modelling, procedural workflows, animation, rendering
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WebGL contexts: browser-based 3D and visualisation
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Visual & Motion Media
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DaVinci Resolve/Adobe Premiere: video editing, sequencing, delivery
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After Effects (working knowledge): motion graphics and compositing
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Image editing tools: texture prep, visual assets, compositing
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Audio & Music Production
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Ableton Live: composition, editing, sound design
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Propellerheads Reason: composition, instruments
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Audio integration for interactive and time-based media
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Data & Pipeline Tools
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JSON-based data pipelines
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Custom data formats for animation and simulation
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Spreadsheet-based data analysis and transformation
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General Workflow
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Git-based version control
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Iterative prototyping and testing
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Cross-platform delivery (desktop, web, installation)
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Working Style
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Strong at ambiguous or early-stage problems
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Comfortable switching between creative and analytical thinking
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Bias toward clarity, structure, and maintainable systems
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Detail-oriented, especially in visual fidelity and system behaviour
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Used to iterative refinement and constructive feedback
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Reliable, self-directed, and deadline-aware
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Availability & Intent
I am currently open to remote, project-based, and task-oriented work via platforms such as Outlier.ai, alongside ongoing applications for longer-term roles, commissions, and research opportunities. I am particularly interested in work that benefits from cross-disciplinary thinking, careful analysis, or creative-technical judgement.
Portfolio and case studies available separately.