Founder · Creative Director

JoeGarth

I build worlds in real time, and the tools that let others build theirs.

Sheffield, England Scroll
01 · Vision

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.

01

Cinematics

Story, staging, camera and light. I've taken projects from the first storyboard, through the motion-capture stage, to the final cut.

02

Real-time

The engine is the camera. Worlds you can explore, relight and change in the moment, then ship.

03

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.

04 · Selected work

Selected work

Cinematics, trailers, key art and real-time experiences, from the Crytek years to independent studios. The Crysis story →

05 · The path

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.

Crymod · Lukewarm Media · Lightspire · Primal Carnage

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.

Crysis 2 · Crysis 3 · Ryse · Homefront 2 · Cinebox
The Crysis story →

Frontier

Into virtual reality, where the audience holds the camera and every shot has to work in every direction.

Sky Harbor · Robinson: The Journey · The Climb

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.

Brushify · Quixel Rebirth · Learn Squared · Epic MegaGrant
Brushify · Rebirth

Next

A secret project. Coming soon.

In development

Joe Garth in Ibiza, dressed in black, under palm trees
2024
Joe Garth framing a shot with a virtual camera on a motion-capture stage, 2013
Virtual camera · 2013
Joe Garth, portrait in warm low light
2026
06 · About

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.

07 · Contact

Let's buildsomething.

For partnerships, press and collaborations.