Personal & Professional Development

My Portfolio

http://marcusbmet.wix.com/madart

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Preparing for an interview document

Top tips for a successful interview


1.  Dress appropriately.

2.  Be ten minutes early, this gives you enough time to relax and be mentally and physically prepared.

3.  Know the job that you are applying for, research the job and the company.

4.  Prepare answers to questions

5.  Think of a personal success story

6.  Prepare questions to ask interviewers about the job/company.

 

Go through this document and answer the sections as fully as possible.


What do you know about the job that you are going for? E.g. what skills etc do you need? (see job description in advert)

The job I’m going for is concept artist at Studio Gobo. The requirements for this job are: Understanding of the whole industry and different design processes, a world class portfolio, working within a multidisciplinary team, able to work with direction and carve your own path, excellent creative skills and insight, visually communicate ideas and inspire others, ability to work on a pre-defined art style.

 


What do you know about the company?

Studio Gobo was founded in 2011 and mainly focuses around the gaming industry; they have worked on the Disney infinite games and have made some play sets related to these games. Their headquarters resign in east Sussex and have recently expanded with a new office in Brighton.

 

 

These are questions most usually asked during an interview. Answer these now so that you can be prepared.

1.  What are your strengths and weaknesses?

My strengths are drawing/Photoshop, my enthusiasm, I work well in teams and I love giving people ideas. My weaknesses are time management and I’m easily distracted.

2.  What can you do for us that other candidates can't?

Get into the same mind-set as a child.

3.  What would your colleagues and friends consider as your best qualities?

My humour, positive attitude and ability to make a joke out of most things.

4.  Why should we hire you?

Because I think I would be a positive addition to the team and could help the team come up with good ideas.

5.  Why do you want to work here?

I would like to work at Studio Gobo because I think as a company you have the potential to be an even better games company than you already are and I think you will achieve great things.

6.  What do you know about our company?

Founded in 2011 your headquarters are in East Sussex and have recently opened up an office in Brighton and you worked on the video game Disney infinity.

7.  What do you think the main tasks and responsibilities will be in this job?

I will be participating in all phases of the design process, creating blueprints and standout key art pieces, inspiring the team.

8.  What do you think the main challenges will be?

Figuring out an idea that everyone is happy with.

9.  What would you do in the first day/week/month/year?

Hopefully within the first year I will have been a part of the making of a game.

10.       What are your goals?

My goal is to be in the games industry as an artist helping to create great games for people to play.

11.       Where do you see yourself in five years’ time?

In the games industry at the bottom of the ladder.

12.       What experience have you got from previous jobs?

I do not have experience from previous jobs but I have been on a games design course at college for 3 years.

13.       What motivates you?

The thought of making a complete product and that product making people happy.

14.       Which tasks do you get the most satisfaction from?

Drawing something for a long time and then finally completing it and giving someone an idea and them utilising that idea.

 

 

 

 


Think of a personal success story to tell your interviewer. What have you achieved? What are you proud of doing?

I am proud of the work I produce as people compliment my work so it must make some people happy.

 

 

 

 

 

 

 

 

 

 


Now think of some questions that you could ask the interviewer. Try to think of at least 3

1.  Will there be any further job opportunities?

 

 

2. What is the future for your company?

 

 

3. Is there anything I should keep in mind or look out for?

 







Proof of interview
Progression stuff




What are you doing now? Current college and work situation.


Date

College course

Work

September 2015

Games design lvl 3 extended

n/a

 

 

 

 

 

 

 

 

 

 

What are your hobbies?


Hobbies

Level of skill e.g black belt

Drawing

Decent

Playing video games

Pro

Watching films

-

Going out with friends now and again.

-

 

 

 

 

 

Write down your current likes + Write down your current dislikes


Likes:

Dislikes:

Art

Maths

Video games

Loud noises

T.V.

 

YouTube

 

Cats

 

 

 

 

 

 

 

















Self expert

My unique strengths:
.I like to think I can make people laugh.
.I am pretty good a shooting games.
.I'm ok at Photoshop.
.I'm ok at Drawing, I think.
.I like to think I can help give people ideas.
.I'm a fairly easy person to talk to.

Things I care about:
.Video games
.Animal rights
.Family/Friends

So far in my life I have travelled to many different places, these consist of:
.France
.Poland
.Canada
.Florida
.Wales
.Scotland
.Portugal
.Rome
.Spain

My hobbies:
.Drawing occasionally
.Playing video games
.Going out with friends occasionally.

Achievements:
.I left school with a few qualifications.
.I have received two qualifications from college so far.

My Impossible:
Is to work successfully in a triple A games company such as 'Rockstar' or 'Bethesda'.
I could make this possible by working hard and work my way up the ranking chain.


5 year plan

This is my 5 year plan for the future.

2016: Get a job after leaving college for a year, just so I have some money.

2017: If I haven't changed my mind by this time, I am planning to go to university to study games art.

2018: By this time I will probably still be in university.

2019: Again I'm not sure but I might still be in university and if not I will hopefully be working in a job that's related to my university course.


2020: By this time I will have definitely finished university  and like I said previously, I hope by this time that I will be working in a job related to my chosen course.



CV







Marcus Dillon

 
Kingstanding

Birmingham


 

Mobile:
 
Email:
 

 

I am an ambitious, outgoing student at BMET College studying video games art & design and am on my 3rd and final year on level 3 extended with good team skills and I am aspiring to work in the games industry.

Education and Qualifications

School
 
GCSEs:
 English (C) 2013
 
BTEC:
I.T. (Pass) 2013
Science (Merit) 2013

College
Games art & design level 2 (Distinction) 2014
Games art & design level 3 (Pass) 2015
 
 
 
 
 
 

Experience

Oasis fashion store 2013
In this role I served customers, worked the till, stocked the clothing racks and undertook cleaning duties.
 
 

Skills

.Microsoft office packages
. Adobe Photoshop
. Autodesk Maya
. Drawing/sketching
.Experience in social media and web content.
 
 

 

Other / Personal Details

Interests include:
 
I am an avid gamer and enjoy meeting new people online as well as talking to my friends, I spend time with friends & family every few weeks. I enjoy drawing especially when it’s something I’m really getting into, I could easily spend an hour or two drawing, watching films and videos on the internet, if I’m not playing a game I’m watching a game, travelling is also a favourite hobby of mine especially abroad, it’s always exiting for me as I like to explore new culture. Even if it’s just a drive down to another city or village I enjoy it.
 
 
Analysing construct


What is a tiled texture?
 A tiled texture is a texture that can be repeated over and over again using the same pattern but it still looks like one texture.

How do you make a tiled texture?
 Using Photoshop make the pattern you like, for example tiles; if you were to make these you would make each tile a different colour but also a similar colour, then you would copy and paste the same image and put it at an angle where the tiles are the same colour.

How do you define a pattern in Photoshop?
 Select - Edit - Define Pattern.

How do you import a texture?
 Save your created image as a PNG, then on construct insert a new object - tiled background - load an image from files - then click on your created texture.

What does the Astrix mean next to your project title?
 It means you haven't saved since you last edited the game.

What is a sprite?
 A sprite is one of the main things in construct as it what all characters and objects are made from.

Explain two ways to import a sprite.
 You can make a sprite in Photoshop and then import it by loading an image from your files in construct or you can drag and drop your created sprite into construct from windows.

What does each 'behaviour' do?
 For example; '8 Direction' will enable your character to move with a correct event sheet, 'Rotate' will make whatever you select spin, 'Bound to layout' will make sure your selected object cannot leave the map.

Where do you change the properties of a behaviour?
 The event sheet.

What is speed measured in?
 Pixels per second.

How do you add more instances of an object?
 Ctrl + left click.

Why would you use a 'Global Variance'?
 to put everything on a new page.

What restrictions does Construct 2 have?
you cant make any other games besides top down or side scroller.

How would you make your game using Construct 2?
      What backgrounds would you need?
Crypts, tunnels etc.
      What sprites would you need?
A mummy, torches, statues.
      What behaviours would you use?
8 direction, scroll to, bound to layout and timer.
      What conditions/actions would you implement?
dark environment, puzzles, running.

 Where can you share your game?
Social media websites, Google drive etc.

How do you upload and share your game through Google Drive?
Drag and drop the file into the drive then click on the share option.


Job Application Form


Vacancy Title:
Games Concept Artist
Please tell us how you heard about this vacancy:
GamesIndustry.biz

Last Name:
Dillon
First Name:
Marcus

Address:


Birmingham

West Midlands

Postcode:




Home Telephone No.

Daytime Contact No.




E-mail address:



National Insurance No.











Are you free to remain and take up employment in the UK?

(Yes)


No


You will be required to provide appropriate documentary evidence of this at interview. For examples of acceptable documents please see www.ukba.homeoffice.gov.uk

Driving Licence (if relevant to post applied for)

Do you hold a full, clean driving licence valid in the UK?

Yes


(No)



If no, please give details below


Convictions/ Disqualifications


Upon offer of employment we reserve the right to request a Criminal Records Bureau Disclosure at Standard level and this disclosure will include details of cautions, reprimands or final warnings as well as convictions.
Please provide details below of any convictions which are not spent under the terms of the Rehabilitation of Offenders Act 1974:







1.      Education/Qualifications

School (11+)
Study Dates
Qualification
 and Grade
Date Obtained
Great Barr secondary school

Science BTEC: Merit
I.C.T: Pass
English: C

2013
2013
2013
College/University
Study Dates
Qualification
 and Grade
Date Obtained
Birmingham Metropolitan College, James Watt campus

BTEC games design level 2: Distinction
UAL level 3 diploma Games design & Development: Pass
2014
2015
Ongoing Professional Development
Study Dates
Qualification
 and Grade
Date Obtained
Birmingham Metropolitan College, James Watt campus




Training and Development
Please use the space below to give details of any training or non-qualification based development which is relevant to the post and supports your application.

Training Course
Course Details
(including length of course/nature of training)



Current Membership of any Professional Body/Organisation
Please give details:





  1. Employment History

Previous Employment:  Please include any previous experience (paid or unpaid), starting with the most recent first.
Current or most recent employer


Name of Employer:


Address:





Postcode:



Position Held:


Date Started:

Reason for leaving:


Salary on
leaving this post:

Notice Period


Brief description of duties:


                                                                                                           
Previous employer

Name of Employer:
Andy Banks

Address:





Postcode:



Position Held:
Cashier and helper at Oasis Fashion store.

Date Started:
2013
Reason for leaving:
End of work experience

Salary on
leaving this post:
£10 a day
Notice Period
3 months

Brief description of duties:
Helping around the shop, hanging clothes up, taking rubbish out and manning the cash register.








3.      References
Please give the names and addresses of your two most recent employers (if applicable). If you are unable to do this, please clearly outline who your referees are.
                            Reference 1                                                                              Reference 2


Name: Shiam Wilcox

Job Title: Lecturer

Organisation: Bmet College

Address:
•James Watt Campus
 •Aldridge Road
 •Great Barr
 •Birmingham
 •B44 8NE




Contact No:
Email: Shiamw.bmet@gmail.com


How is this person known to you: She is my tutor at college.

Do you wish to be consulted before this referee is approached:

Yes


(No)




Name: Chris Pearce

Job Title: Lecturer

Organisation: Bmet college

Address:
•James Watt Campus
 •Aldridge Road
 •Great Barr
 •Birmingham
 •B44 8NE





Contact No:
Email: Chris.bmet@gmail.com


How is this person known to you: He is a tutor at my college.

Do you wish to be consulted before this referee is approached:

Yes


(No)





We reserve the right to contact any of your other previous employers within the last three years.

  1. Declaration
Statement to be Signed by the Applicant (Candidates selected for interview will normally be notified within four weeks of the closing date.)
Please complete the following declaration and sign it in the appropriate place below. If this declaration is not completed and signed, your application will not be considered:

I agree that GFM Holdings Ltd can create and maintain computer and paper records of my personal data and that this will be processed and stored in accordance with the Data Protection Act 1998.


I confirm that all the information given by me on this form is correct and accurate and I understand that if any of the information I have provided is later found to be false or misleading, any offer of employment may be withdrawn or employment terminated.

Signed:
Marcus Dillon
Date:
11/01/2016



If you return this form by email, you will be asked to sign your application at interview











6.   Availability
Holidays Booked:
None.



Shifts preferred:
(please number in order of preference)





1
Day (usually 9.00am – 5.30pm) :


4
Evening (usually 6.00pm – 10.00pm) :


3
Saturday (usually 9.00am – 5.30pm) :


2
Sunday (usually 10.00am – 4.00pm) :


Minimum notice needed to work:
1 day

Do you have any regulations on hours you can work?

None.


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Cover letter
 
11/01/2016
To whom this may concern,
I am writing to you today as I would like to be considered for the position of Concept artist at Studio Gobo as I think you are a company with great potential and I would like to be a part of the team as I think I could be of great help.
I think I am suitable for this job as I am a very energetic person who is enthusiastic about video games so I have a great passion for gaming, the skills I have are mainly in Photoshop, drawing and I know  the basics of Maya. I have been studying games design now for 3 years at college so I have some knowledge of the industry, I also work well with a team and independently and I am open to new ideas that people give me.
I would really like to work for your company as I think it will help me develop as a person and for my career, as I hope to develop my skills and become one of the best concept artists in the years to come and I think your company can help me accomplish my goal as well as benefitting your company.
As I have said before I would really love to work for your company’s as I think I could learn a lot and develop whilst being a part of a great company, I think we could discuss more if we meet in person. I look forward to your reply.
Yours sincerely
Marcus Dillon

Glossary for games designers
Write an explanation of the following frequently used game design words or phrases.
AAA list games – Games that have a high budget and are expected to be successful upon launch.
Abstract – a strategy game that minimizes luck and does not rely on a theme.
Adapter – a device that lets you use old or new tech on old or new devices.
Agent – someone who works for the company who for example would go a recruit new people.
Analog – Something that has a continuously changing range of values or measurements
Analysis Paralysis – over thinking something and then never doing it.
Anticipatory Conflict – making a selection of choices in order to prevent another player from making that choice deliberately anticipating the other players intentions.
Asymmetric – not identical on both sides.
Atmosphere – The environment in which the game takes place, more specifically the sound effects and lighting.
Auction or Bidding Game – a game where you can literally sell or buy items of other people.
Avatar – usually a representation of the player in game.
Bell Curve – a graph that is used to measure statistics.
Beta (beta-test) – a game that is not yet complete but is in a testing phase that people can play for themselves.
Blind-testing – Testing a game without knowing what it is about.
Camping – Someone in an FPS game that doesn't move, sitting in a corner or behind a door in a defensive position.
Casual game -  a game that is suitable for all people and is not typically very competitive.
Challenges – something within the game that hinders the players progress or allows them to level up faster.
Character class – the assigned role of a character.
Chrome – additional rules added to the game.
Cinematic – more or less the same thing as a cut scene.
Cooperative Games – a game that can be played with 2-4 players.
Copyright – a license that prevents people from stealing or copying content.
Cut Scene – a movie like scene in a game where the player usually cannot control what is happening.
Design Document – a document that has the layout/plan of the game.
Dice-fest – a board game that utilises the use of many dice.
Direct Conflict – purposely getting into a fight.
Downtime – a point in where there is time to rest.
Drafting game – a game that has an in order character selection screen and other players can counter your character if they get to pick theirs after yours.
Education – A game that has some elements of learning in it.
Euro Game – a table top game that has simple rules and normally has medium to short playing times.
Filler game – a game that is made only in order to satisfy people until the next one comes out and usually has no relevance to the original game story.
Fluidity – a game that runs easy and feels smooth to play.
Gaussian Curve – another graph used to measure statistics.
Genre – the category in which the game will be put in, for example; Horror, action.
Immersion – When the player is fully engulfed in the game and they feel like they are actually a part of the game.
Improviser – someone who will continue playing without any real plan.
Incremental – a simple game that consists of simple actions like clicking on the screen to gain currency.
Indirect Conflict – for example; a fight that was started on accident.
Kingmaking - an endgame situation where a player unable to win has the ability to determine which player among others is the winner.
Leader Bashing – someone who thinks they can do everything and rushes to complete everything before everyone else.
Metagame - the use of out of game information or resources to affect one's in-game decisions.
Milestone – a target goal to reach.
Patent – a set of rights that allow the developers to take legal action against anyone who uses or sells their work without permission.
Pharming – a cyber-attack intended to redirect a websites traffic to another, fake website.
Platformer – a game that is from a side view only and consists of jumping on top of things to progress.
Play Balance – making sure each player has exactly the same gear and stats so it is not unfair to anyone else.
Player Interaction – meeting and talking to other online players in game.
Playtest/Playtesting – much like a beta it is playing the game before it is complete.
Prototype – a game that is at its starting point.
Sandbagging – pretending to be worse than you are in order to trick the opposition.
Sandbox – a game that is typically open world and allows you to craft things and make a house for example.
Self-published – a game that has been published by the developers themselves.
Service Mark - a trademark used in the United States and several other countries to identify a service rather than a product.
Simulation – an example of how the game will run.
Skirmish Games – game modes that mainly revolve around multiplayer and have no ties to a story, like a team death match in COD.
Social (Networking) Games – a game that is typically aimed around teenagers and only consists of walking and talking to other online players.
Strategic - a game that involves thought and needs a plan to succeed for example; Civilization
Symmetric – identical on both sides.
Techno-fetishism – a fixation on modern technology.
Technological Immersion - technology that blurs the line between the physical world and digital or simulated world, thereby creating a sense of immersion.
Theme – the overall visuals of a game, like the art style; for example a game that is only in black and white.
Tile-laying Game – a board game in which players place tiles on a board during the course of play.
Trademark – a recognisable logo, design or expression which identifies products form others.
Turtling – a gameplay strategy that relies only on heavy defence and hardly any offense.
User Interface – an information device that a person may interact with, for example a tablet.
Virtual Reality – A computer simulated game that makes you think you are not really in real life by making you feel like you have a physical presence in the game.
Volatility – likely to change in a very sudden or extreme way.
"Yomi – a Japanese term meaning ‘knowing the mind of the opponent.’
Zero-sum – a mathematical representation of a situation in which each participant's gain (or loss) of utility is exactly balanced by the losses (or gains) of the utility of the other participant(s).
List of acronyms
AI– Advanced intelligence
ARG– Alternate reality game
CCG– Collectable card game
CDG– Card driven game
FPS– First person shooter
IP– Internet protocol
LARP– Live action role playing
MDA– Mechanics, Dynamics, Aesthetics
MMO– Massive multiplayer online
MUD– Multi-user dungeon
NPC– Non playable character
PBM/PBEM– Pay by mail
PC– Personal Computer
RPG– Role playing game
TCG– Trading card game

Personal statement
I’m applying for this course because the gaming industry/scene is a very passionate and outgoing movement that is constantly evolving and I would like to be a part of it as I have a great passion for gaming and feel that I could fit into it with some more experience. Art in video games is something I have always been fascinated by since I began playing video games many years ago as a kid on the PlayStation 1, I like to draw and I have always admired the art style of the games I play. I have skills in Photoshop, Maya and a little in mud box and I wish to improve my skills within these programmes and go into higher education to achieve these goals.
My studies at the moment are relevant to the course as I am studying games art and design and have been for the past 2 years and I am on my 3rd and final year and I have gained skills in drawing, modelling, texturing and practical skills. I enjoy playing video games, drawing, watching films and videos on the internet i.e. YouTube, going out with friends every few weeks and collecting crystals. The only work experience I have done was in 2012 in a fashion store, managing the till and cleaning. After completing the course that I have chosen, ideally I would like to get a job working for a big gaming company such as Dice, Bethesda, Rockstar etc. I would hopefully use the skills I have gained to progress through the ranks of the company I’m working for; this course will get me one step closer to that goal as I would have a much better chance with higher education.

I think I am suitable for this course because I have been studying game design for the past 2 years soon to be 3 and have gained the relevant skills needed to help me through my chosen course. Furthermore I have a great passion for video games as I have been playing them for so many years, they are a huge part of my life and have kept me entertained for years and I would love to be a part of creating them, I also have a lot of love for the gaming industry not to mention the interesting people connected to it as they bring excitement to people’s lives every day.

Research into job roles in the industry
 

Games Jobs - Art / Animation - Brighton

Job TitleLead Artist
Job CategoryLead Artist
Job DescriptionMaking games look incredible is your passion. You’re an artist – it’s not just a job description, it’s what you are. You love games and the opportunity to work collaboratively creating rich, beautiful worlds and everything they contain; you care deeply about the artistic and technical possibilities of this medium and understand that those two things are entirely the same and can’t be separated out. You combine world-class fine art ability with world-class technical skills and you’re constantly exploring: trying new things, making new stuff, connecting new ideas.

You love building and supporting a team, and the inherently collaborative, people-centred business of making games. You love to be involved in every aspect of art production, from concept and scheduling, iterations, design and greyboxing, asset creation, lighting and VFX, environments and characters, technical solutions and environmental storytelling. You’re committed to quality, and you want to grab the opportunity to make games with a studio that combines a small-team, indie attitude with AAA production values.

We like creating amazing things. If you do too, we'd love to hear from you.

Core Responsibilities


  • Work with the Creative Director to realise the artistic vision of the game to the highest possible quality
  • Lead, inspire and mentor an exceptional team of artists
  • Create, evaluate and iterate world-class visuals, assets, environments and all other art as required
  • Drive art production, supporting the Lead Producer on scheduling, feedback and optimising workflow and pipelines.
  • Work closely with design, code, audio and other disciplines to maximise the opportunities for player experience across the game.


 Essential Qualities, Skills and Experience

  • Minimum of at least one shipped title as a senior or above.
  • World-class artistic and technical skills in all areas of art production from traditional fine art skills to high-end technology.
  • Track record of managing and mentoring a team, with exceptional leadership and communication.
  • Highly creative and independent thinker, always pushing for new challenges and opportunities to excel.
  • Excellent understanding of production pipelines and experience ensuring scoping is accurate and art is delivered on time and to budget and quality.
  • Strong skills with Unreal are essential, experience with Unity also a bonus.

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Games Jobs - Art / Animation - South East

Job TitleLead Environment Artist
Job CategoryArt / Animation



 
Our awesome Total War art team has the perfect position for a talented Lead Environment Artist specifically skilled at buildings, props and natural terrain, as well as a keen eye for level building and polishing.

The successful candidate will have good experience of modular systems design and prefab design, and technical skills will be a strong asset for the position.

Please note that a portfolio must be submitted as part of an application for this role.

Responsibilities

This lead artist will be required to:

lead an effective and efficient environment art team;
work closely with the Lead Artist to ensure quality and consistency of art across the project;
create and document environment processes and pipelines
communicate and collaborate effectively with other teams; and
explore new techniques and technologies to achieve best possible results.

Required Experience and Skills

Demonstrated visual flare and artistic talent
Skill in 3ds Max/Maya/Modo/zbrush
Skill in Photoshop
Knowledge of games development pipeline/environment/engines
Self motivated approach to work
Great communication skills complemented by a positive can-do attitude
Experience of working effectively in a team
Demonstrated passion for visual environment creation
Proven experience implementing game environments

Desirabe Attributes

Formal art training
All round art ability
Love of games
Knowledge of Substance Designer and Painter
Concept art skills

While researching about jobs in the industry I have realised that most jobs are looking for someone with at least 3 years of experience in the industry and must be fluent in Photoshop and have some knowledge of 3d modelling, they also usually expect a very high quality of artwork which is understandable. Other requirements are things like being able to work effectively in a team, must have worked on a published game before (mostly for AAA company's), must have a passions for gaming and know how the industry works. Hopefully in the future I will develop my skills to meet some of these requirements as this is the specific industry I would like to get into.

University/apprenticeship comparison sheet

Industry
employer
Apprenticeship/code title
location
pay
Qualifications needed
Apprenticeship length
Qualification gained
Games design apprentice
The Development Manager Ltd
LJA-22992485
Halesowen, Staffordshire
£ 132 - £ 132  per week
GCSE Grade A – C, (or equivalent), in English and Mathematics is desirable but not essential. An IT qualification would also be an advantage.
12 - 13 months
 
Digital Design Apprentice
The Development Manager Ltd
LJA-22863195
Halesowen, Staffordshire
£132 - £132  per week
GCSE Grade A – C, (or equivalent), in English and Mathematics is desirable but not essential. An IT qualification would also be an advantage.
12 - 13 months
 
Digital Design Apprentice
TDM Wyre Academy
 
Halesowen B63
£3.30 an hour
•High school or equivalent
Mon - Fri: 8.30am - 5.30pm (40 hours per week)
 
Unity Games Developer Apprentice
TDM Wyre Academy
 
Halesowen B63
£3.30 /hour
•High school or equivalent
Mon - Fri: 8.30am - 5.30pm
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


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