The fidelity of a film. The immediacy of a game.
At eighteen I started in cinematics with one stubborn conviction: the images we spent weeks rendering offline would one day run live, in the hands of an audience. My whole career has been about closing that gap.
First I did it at Crytek, rising to senior cinematic artist on some of the most technically ambitious games of their generation. Now I do it as a founder, building tools that take the hardest parts of world-building off the artist's plate (terrain, materials, look development, performance) so the work can be about vision again.
Cinematics
Story, staging, camera and light. I've taken projects from the first storyboard, through the motion-capture stage, to the final cut.
Real-time
The engine is the camera. Worlds you can explore, relight and change in the moment, then ship.
Tools
Great tools are a creative act. I build systems that turn days of technical work into minutes, and give that time back to the art.
Ventures
Companies I founded and lead.
Featured
Selected work
Cinematics, trailers, key art and real-time experiences, from the Crytek years to independent studios. The Crysis story →
The path
Origins
Self-taught in the CryENGINE modding scene, and on the staff of Crymod by 2007. Then lead engine designer on Lightspire at Lukewarm Media, a studio with no office, just talent spread across the world.
Crytek
From intern cinematic artist to Senior Cinematic Artist at Crytek in Frankfurt, making the cinematics, trailers and stage demos that put Crysis 2 and Crysis 3 in front of the world at E3, GDC and Gamescom.
Frontier
Into virtual reality, where the audience holds the camera and every shot has to work in every direction.
Founder
Founded Brushify Ltd to give environment artists what studios spend years building: landscape materials, procedural tools and optimised, game-ready worlds for Unreal Engine. Recognised with an Epic MegaGrant, and seen by millions through tech demos like next-gen terrain physics in UE5. Alongside it, environment art, lighting and cinematic composition on Quixel's Rebirth for GDC 2019.
Next
A secret project. Coming soon.



Joe Garth is a founder and creative director from Sheffield, England.
His career has run along the line where film and games meet. He came up through the CryENGINE modding community to become a Senior Cinematic Artist at Crytek, working on Crysis 2, Crysis 3, Ryse and Homefront, before shaping real-time cinematic work for PlayStation VR and beyond.
Today he builds the tools behind the worlds. As founder of Brushify, he gives artists a complete environment pipeline for Unreal Engine, so they can spend their time on vision rather than technical problems. He also teaches, with a full Unreal Environments course for Learn Squared and Brushify tutorials watched millions of times. His next project is a secret, coming soon.