Combining his passion for new technology and installation art with live user experience, Martin helps build long standing partnerships with our clients.
He studied Sculptural Installation Design and then dove head-first into London’s creative technology sector. He’s more than happy to grab a coffee with you to discuss the details of your project in person.
First attempt at image editing: ‘Paint 2’ Amiga 500
First game: ‘Head over Heels’ on the Amstrad CPC 6128
David’s passion for creative technology started at the age of 10 with a ZX Spectrum+, custom circuit boards and software to do fun things over the serial port of the ZX Interface 1.
Since those heady days, David has amassed over 20 years experience in television, animation, and game development, with a particular focus of late on managing multi-disciplinary teams of varying sizes. He has worked as an animation director and technical lead on a variety of 2d animated series for Disney Channel, Wish Films, Cookie Jar Entertainment and Big Jump Productions. As a game designer and project manager on mobile projects, he has created games for various international sports teams including The Sharks, SA Cricket, Welsh Rugby Union and the English Rugby Football Union. David also designed and managed the Jungle Beat game which debuted at the top of the App Store charts in South Africa. David also spent a number of years teaching animation.
Most days, David can be found with his head buried in a magnificent spreadsheet of some form, obsessing over the correct shade to use for conditionally formatting a formula result. His main duties at RenderHeads South Africa are to wrangle the developers and technical artists to deliver quality work on time, while maintaining a healthy work/life balance.
Shane Marks has a background in both art and programming, having worked in both the animation industry and software development industry.
He started the South African branch of RenderHeads in 2015 and oversees all aspects of development within the team he manages, and is able to serve as a bridge between the aesthetic and technical aspects of a given project.
Andrew started his passion for real-time digital art and graphics programming way back on the Commodore 64. He spent many happy hours creating graphics, music and demos in the demo scene. Before co-founder RenderHeads he worked as a games programmer, specialising in tools, special effects, animation and 3D engine development.
Having begun programming aged 8, intrigued by what was behind the games he played, graphics became Richard’s focus. By 16 he’d started writing his first 3D engine, the Blitz Engine and associated website, AcidReign, attracting half a million visits during the late 90’s.
After completing a degree in Computer Science he entered the games industry and let his passion flourish, quickly becoming responsible for engine development, rendering and getting new technology working and optimised.
After ten years in the industry he bit the bullet and set up his own interactive software company with some like-minded colleagues. They worked closely with their friends at RenderHeads for several years before eventually deciding to streamline operations and join forces.
University educated to MSc level, followed by over a decade working in the British video games industry.
Always enthusiastic to help bring a project to life and exceed the expectations of those involved. Striving for perfection at every stage of the development process. Enjoys being challenged with tough problem solving.
With a degree in Computer Science and programming experience in the games industry, Nathan has a sharp eye for detail and a keen instinct for what will look and feel right. It is his personal mission to make all systems, procedures and workflows as simple and efficient as possible. Despite being a self-confessed geek, due to Nathan’s easy going and sociable nature you wouldn’t know it if you met him on the street.
If you’re interested in working with us, please see our current vacancies.