“Ian is an outstanding Lead Artist, effortlessly shifting between creating 3D art at a high level and managing internal and external art teams. He's able to juggle multiple tasks at the same time and still come in ahead of tight deadlines. Ian also serves as a mentor for artists that work with him; providing guidance for creating assets and professional development. It’s definitely a pleasure working with Ian.”
Ian Wells
Greater Bristol Area, United Kingdom
324 followers
322 connections
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Explore more posts
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Jon Wingrove
I wrote a bit of an overview of how we animate our Citadel band ("The Wingnuts") using 'silent MIDI' tracks, as well as some of the reasoning behind having them in Badlands Crew. Read more, and see them in action here: https://lnkd.in/eSKcXspE
103 Comments -
Alan Jack
The Sumo Group closures really have broken me a bit, and I need to rant about the state of things. I'm sorry if it seems I'm glossing over all the closures before this one, but so many ex-students went there, so many ex-colleagues passed through there, and so my timeline is just filled with people looking for work. We keep talking and talking about the economic factors involved, Brexit and Covid and this and that ... the thing I can't stop thinking of is that in my life I've watched the world slowly pitch into a place of despondent capitalism. Art has become more about making stars and fame than helping people escape and reflect. A drive for "truth" and objectivity has resulted, paradoxically, in people putting more stock in spreadsheets and numbers than people. I can't help but feel that if you're bleating about finance and trade deals and business decisions, you're ignoring the fact that general support for artistic and creative endeavours has declined sharply and is still declining, even in the so-called "art world". Games are ultimately always going to be the first to fall in a culture war against creativity, because games are ultimately and profoundly pointless things. That's the whole majesty of the medium: they make us feel profound feelings, they help us explore our existence by being separate from reality, but to do so they MUST bring us nothing tangible in return. The truth is that our industry will probably bounce back to some degree, but it's not any financial structures or cost systems that will save game development as a medium and an art form - it's a cultural shift to recognise the importance of expressive and explorative subjective art in the world today, and the need to support creative endeavours without the pressure of financial recompense.
918 Comments -
Amir Satvat
Another games jobs cut situation today at CI Games as reported by Game Developer's Christopher Kerr and confirmed by the company, saying "This restructure affects approximately 30 roles across production" https://lnkd.in/eHmMFztw Here's where this puts us. I will start exposing these statistics regularly as a reminder of the human cost of these decisions: 100+ games layoffs in 2024 One games layoff situation on average every 1.3 days in 2024 (apologies for getting this inverted in the picture) Over 10,000 games layoffs in 2024 YTD Within 500 cuts of hitting 2023's games layoff number...in May If you were in fact affected by these cuts, I have no words to express my feelings. However, our community has three resource "homes" built to help you: HOME 1 - 🔗 AMIRSATVAT.COM: Our hub offering 15 resources to help you find work, including a fully updated design. - 🔗 Games Org Support Posts: Find a template at AMIRSATVAT.COM (Category 4, Resource 10). If you can provide information from your team (with their consent), I’ll help edit and disseminate the final product, reaching 100,000+ people. These posts are highly effective in increasing visibility and we have done 96 of them. HOME 2 - 🔗 Please visit discord.gg/amirsatvat to join our Discord, a live extension of our community resources. With over 2,700 members, we are in an open-join phase. HOME 3 - 🔗 LinkedIn: Our community here includes over 86,000 members, with 1-3 daily posts offering support and career assistance in the games industry. To our broader community, your involvement makes a difference. Here’s how you can help: - Spread the word: Reshares and comments on this post amplify the visibility of these resources. - Offer support: Utilize the 13 ways listed on AMIRSATVAT.COM under "How You Can Help" to assist, or simply lend an ear or advice on our Discord server. - Join our movement: Volunteer with us at AMIRSATVAT.COM to support our colleagues in the games industry. Our network has facilitated over 1,800 jobs and 33,000 coaching conversations to date and has been visited by over 3,000,000 gamers lifetime. We're committed to providing daily encouragement and support during these challenging times. We will never stop fighting for you!
15812 Comments -
Emma Perkins
My studio offers Production and Development services. From Consultancy to Full Game Development utilising a team of resources or single contract hires, we can support what you need for your studio. There are some differences though: 🦏 You get myself providing oversight on any single resource or work for hire team package 🦏 We are a UK registered studio allowing you to claim the new VGEC tax relief if you are eligible (VGTR if still to transition over) 🦏 Very competitive and transparent rates, with a new client discount 🦏 Flexible and professional team making you feel like we have always been part of the team 🦏 Can scale where needed delivering across different genres of titles 🦏 If using our Production services you receive a production deep dive for your studio included in the hire 🦏 If using any of our programming team we will include a code review to support the quality of delivery I can provide advice on your projects and ensure you are getting the most out of my team. Working across multiple engines and also providing XR development plus software product delivery services, get in touch to find out more! #indiestudio #gamedev #Indiegames #gamesservices #developmentservices #outsourcing #gamesoutsourcing #gamessupport #gamedevelopment #gamesdevelopment #indiedev #gaming #indiegamesstudio #gamesstudio #codev #technology #games #technologies #AIgamedevelopment #AIgameservices
711 Comment -
Alexander Rehm
Not a great weekend: Ballistic Moon (who are currently working on the rebuilt and enhanced Until Dawn) and Toadman Interactive (who have been working on titles such as EvilvEvil, Immortal Unchained, Everquest, Planetside 2, Vermintide 1 & 2) have both announced layoffs in the past few days. I am truly sorry to hear about this, as both studios are amazing. Those of you who are affected by this, please make use of my resources below: 🥇First, reach out to us at People Can Fly Studio, we have many roles open right now in Canada, the UK, Ireland and Europe, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past months I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines, and I would urge you to check them out, if anything just to see what would be available to you: https://lnkd.in/e2qSeKk6 You can find over 5,600 jobs there. 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ I urge you to check out the areas in particular about CV support and mentoring, as these will help you no matter what industry you are hailing from or are looking into going next. 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #ballisticmoon #toadmaninteractive #layoffs
751 Comment -
Willem Jacobus Willemse
We are underway with our next assignment, which is local split-screen multiplayer. I had thought there would be far more complex systems for creating a split-screen game, however, it turns out it is fairly easy when using the new input system with its built-in input manager. There was no need to set up any special coding for managing the two cameras separately, or a need to set up different render planes to render each camera to an individual render texture, just select the allow split-screen option and set up keys in the control map as joining actions. And enable the option to join the game via said actions. And then we have a split-screen multiplayer, well a very basic one, now we need to focus on the rest of the systems and mechanics that need to be added to the system. #srudentgamedev #indiegamedev #madewithunity
1 -
Hannah K.
In today's little bit of progress, we're working with a little bit of music and setting up some Enemy Animation Blueprints- just with patrolling and idling for the time being. These are called Agonized Hunters and probably for good reason. Lore is so fun to come up with, by the way. I suppose all the stories I started to write even as a kid should've been a grand sign towards my liking of storytelling, but I definitely know about it now. I thought it would be a nice touch for the light to turn red/add in some invincibility frames when the player comes in contact with them, as well as adding in a sliiiight distinction between the breakable platforms and the ones you can walk on regularly. On a semi-related note, something I only learned fairly recently: the Nav Mesh Bounds Volume in Unreal only registers traversable ground. That's why it's only the ground that turns green when you preview it and not the air that the volume may also be in contact with. If you're working with flying enemies you won't want to rely on those or the functions related to them (like GetRandomReachablePointInRadius and co.), since they will bring those flying guys right to the ground at best. You'll want to look into the Math function RandomPointInBoundingBox instead. ✨
14 -
Alexander Rehm
Horrible news today with Rocksteady Studios Ltd being hit with a round of layoffs. According to Eurogamer, a number of employees have been laid off over the past month, with its QA department more than halved (from 33 staff to 15). Additionally, non-QA job were also affected. What is even more horrible is that the report also cites one employee who mentioned on social media that they had been informed they were being made redundant despite being in the middle of paternity leave. 😞 According to the source, the job losses are directly linked to the release of Suicide Squad: Kill the Justice League, with its poor sales specifically mentioned as a reason for what it describes as “restructuring”. Those of you who are affected by this, please make use of my resources below: 🥇First, reach out to us at People Can Fly Studio, we have many roles open right now in Canada, the UK, Ireland and Europe, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past months I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines, and I would urge you to check them out, if anything just to see what would be available to you: https://lnkd.in/e2qSeKk6 You can find over 5,600 jobs there. 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ I urge you to check out the areas in particular about CV support and mentoring, as these will help you no matter what industry you are hailing from or are looking into going next. 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #rocksteady #layoffs (source: https://lnkd.in/e3bXuFhy)
18919 Comments -
Alexander Rehm
Paradox Interactive announced today that Double Eleven, the developer behind Prison Architect 2, will be stepping away from the project after nine years with the Prison Architect franchise. Good news first, construction on Prison Architect 2 isn't being halted! Co-development studio Kokku, who's been working on the game since 2023 and previously collaborated with Double Eleven, will take the lead in bringing the sequel to completion. The news comes with a hint of complication. While Prison Architect 2 passed certification, negotiations between Paradox and Double Eleven for continued development reached an impasse. Technical hurdles, particularly with memory usage and minimum specifications, emerged during final testing. Paradox, likely wary of past performance issues (think Cities: Skylines 2), emphasizes their commitment to delivering a high-quality sequel that honors the Prison Architect legacy. Kokku, a Brazilian studio with a history of co-development and outsourcing on major titles like Horizon Forbidden West and Call of Duty: Black Ops: Cold War, is now at the helm to ensure Prison Architect 2's smooth launch. The Prison Architect series, which began in 2015 with the original simulation/management game, is still on track for a 2024 release with Prison Architect 2. While the development team has shifted, fans can rest assured that work on this highly anticipated sequel continues. (source: https://lnkd.in/dWtBvDhN)
41 -
Mateusz Maj
Well here is update on the project we can share, its our own IP of Race Track Tycoon (Name is work in Progress). https://lnkd.in/eNy3AZvg Ben showcases the progress we made on Race Track Tycoon after we decided to change from Unreal Engine 5 to Godot engine. And during the time from our last update in late September, Ben has recreated Road Tools and improved upon them from technical point, to create smooth roads with curves function that snap nicely to one another and don't leave holes between each one. We also have a prototype of a Voxel based terrain system, however we have decided not to include it in the update video as Ben put it, it needs a week or two in the oven. While we work on contract work the development will be slower than expected however we are committed to seeing this project reach a demo point within Q1 of 2025 at the latest, and we'll try and have something to show every 2 weeks, however don't hold me to that, it'll depend on our workload. #unreal #engine #godot #work #in #progress #motorsport #race #track #tycoon #builder #update #demo #prototype #update
12 -
Alexander Rehm
Oh wow, you do not hear that often.... The entire staff of Annapurna Interactive, the video-game publishing division of Annapurna studio, resigned this month following a dispute with its owner. Annapurna Interactive President Nathan Gary and his team had been negotiating with Megan Ellison to spin off the video-game division as an independent entity. When Ellison pulled out of the negotiations, Gary and other executives resigned and were followed by around two dozen other staffers. “All 25 members of the Annapurna Interactive team collectively resigned,’’ Gary and the group said in a joint statement. “This was one of the hardest decisions we have ever had to make and we did not take this action lightly.” (source: https://lnkd.in/ehvi33Wg) To those who have resigned, if you are looking for new opportunities, please check them out here: 🥇First, reach out to us at People Can Fly Studio, we have many roles open right now in Canada, the UK, Ireland and Europe, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past months I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines, and I would urge you to check them out, if anything just to see what would be available to you: https://lnkd.in/ePywd2kq You can find over 6,000 jobs there. 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ I urge you to check out the areas in particular about CV support and mentoring, as these will help you no matter what industry you are hailing from or are looking into going next. 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #annapurnainteractive #resignations
1676 Comments -
Jon Wingrove
Here's a timelapse of our main menu in Badlands Crew (screenshots taken by our regular build process). You can see how we really started with nothing. Towards the end where it starts jumping about is where we introduced animated cameras to the intro, and the process doesn't capture the screenshot at the exact same time through the motion (you can also see that because we're working on things much deeper in to the game, the main menu changes a lot less later on). This has been a complicated project to work on. We're still just a team of 4 (2 programmers, 2 artists - with anything that falls outside of those disciplines being covered a bit by all of us), and this game is huge. I've learnt a lot along the way on this one (but that's always the case). We've built a lot of stuff to help hold it all together. One of the most interesting things we've done (which we experimented a little with on the last project) is to ditch using Unity's "Update" (etc...) methods pretty much entirely in favour of our own update scheduler. This allows us to have stuff which updates infrequently, or only actually when it has something to worry about... it also means we can have things which aren't inherited from Unity's MonoBehaviour receiving the same update tick as things which are. We can also make this work nicer with jobs and raycast batching, too... so, there are many benefits. I have more timelapses which I will post another time, perhaps with some hashtags or banal motivational sentiment.
294 Comments -
Iain Parker
If #gamesrecruitment was a MOBA/MMO 🎮 Internal teams are Tanks – big damage soaks constantly attacked on all sides. HR OPS/People are support classes – keeping everybody going. A GOOD Agency recruiter are high DPS/Rogue types – very targeted, very effective when used properly. A bad agency? See below… #Thursdaythoughts #GamesIndustry
287 Comments -
Benjamin Merrick
Two weeks ago, I attended Interactive Futures, a computer games outreach event held in Leamington Spa, UK. It changed the way I use AI in my workflow. Despite spending over 20 years in the industry, five of them locally, this was my first time at the event. I’m glad I went and I thoroughly enjoyed it. There were several highlights worth mentioning: * A great introduction to the vibrant games community around Leamington Spa and the West Midlands. * Opportunities for real, practical conversations with games industry professionals. * Engaging panel talks on industry hot topics. Of these, the panel talks stayed with me the most. I was particularly interested in the discussions on the future of games, especially the role that AI will play (many thanks to Clare Green, Laura Steel, 🕹️Csaba Berenyi, James Norris, Hernan Polloni) Over the years, I’ve attended many talks on AI and have a reasonable understanding of the subject. However, one comment seemed to challenge me directly: how much have I integrated AI into my workflow? The truth was, I hadn't—at least not to the extent I could. I knew of tools, the usual suspects, but they weren’t genuinely part of my workflow habits. Not as much as they might be. Since then, I've started to recognise and integrate the practical power of current generative AI tools, which feels like the sweet spot for my personal use. I’m now incorporating AI more into my daily routine—as a sounding board, a visualiser, a time-saver, and a productivity booster. This shift has led me to rethink how I view AI right now, even if my grander hopes for the possibilities remain. Initially, I saw AI as a grand intellectual game-changer, something that would mark a paradigm shift in how we perform jobs, but essentially unfinished and kept at arm's length. It might still be that huge leap in the future, but for now, for me, it’s more of a practical tool that I can weave into my approach rather than something that completely transforms the game. From a workflow perspective, it’s less like moving from two-dimensional to three-dimensional chess, and more like the introduction of metal rackets in tennis, DRS in Formula One, or VAR in football. The game remains fundamentally the same but, to play it well, you need to understand the changes, even if they aren’t immediately apparent on the surface. Because before the huge change, as is common, there will be a number of incremental changes for those who are looking. My goal now is to ensure I’m really looking. If you are interested in further insights into AI’s impact on tools, as well as the possibilities in the future, I'll include some links in the comments.
301 Comment -
Andy Ross
News: Hiring Market Update - June 24 (Games & Tech) I pick up where we left off in March and cover off the rise in solo game devs along with the latest tech funding news and implications for the wider job market. You can also get the latest on the projects I'm working on. Studio Vision Podcast
135 Comments -
Alexander Rehm
More terrible news today with Payload Studios announcing that they had to make reductions in staff due to the economic climate. You can find the full detail, as well as references for those affected, here: https://lnkd.in/eyKhTqEZ Those of you who are affected by this, please make use of my resources below: 🥇First, reach out to us at People Can Fly Studio, we have many roles open right now in Canada, the UK, Ireland and Europe, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past months I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines, and I would urge you to check them out, if anything just to see what would be available to you: https://lnkd.in/e2qSeKk6 You can find over 5,600 jobs there. 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ I urge you to check out the areas in particular about CV support and mentoring, as these will help you no matter what industry you are hailing from or are looking into going next. 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #payloadstudios #layoffs
27 -
Chris Klimecky
Tip for publishing consideration submission to Midwest Games... tldr - Send info through our portal (https://lnkd.in/gWtKgpuU), not through email (or LI). I get that it's a little counter-intuitive...you might think you want to put your info right in front of the sourcing decision influencers' faces. But it's actually a disadvantage - especially those of you who are agents throwing multiple titles at us at once. The submission portal goes right to our database, and that database is there for a reason: to keep an organized and consistent record of all submissions in one place. I look through there all the time. I'm reminded of titles I may have overlooked or need to go back to consider as circumstances change all the time. We rarely, if ever, make immediate decisions or even quick deep review/consideration. Our factors for consideration shift regularly. I do not review your particular email regularly, or at some point even remember you sent one. I go to the database. Connection via other channels is good. Discussion about your game over other channels is good. But having your core game info in those channels is not good. Please use the submission portal!
273 Comments -
Richard Dansky
Let's be clear: Game narrative needs juniors. We need more juniors than we have across the industry, we need them from a wider array of backgrounds, and we need them now so as to ensure the quality of game narrative going forward. It's all very nice that every entry-level narrative position being advertised these days wants 1-3 years of AAA experience at a minimum, but that's just pretzel logic. If you won't hire someone who doesn't have AAA experience to an AAA job, and your existing juniors are growing out of their junior positions, who the hell is going fill those roles? Try and push the more experienced devs down and you'll lose talent. Look around for people who have the experience you have actively prevented them from getting? Good luck. It is, for lack of a better word, illogical. Think about it. Your current juniors, assuming you haven't blown them out the door to try to get useful content out of the verbal salad spinner that is generative AI, are growing into mid-level and senior positions. Your mid-level folks are either leaving the industry or growing into seniors. And your seniors are in the process of aging out, burning out, being told they're unhireable because of age discrimination, or otherwise heading vaguely sunset-wards as the years go on. But who's there to replace the juniors? These days, it feels like nobody's thinking about that. Nobody's thinking about the consequences of not developing talent that can handle small tasks now while learning how to grow into bigger ones. Nobody cares that there's going to be an increasingly rapid talent drain and no one to replace it because companies didn't understand the need to replenish their talent pool. But hey, that's a problem for later, right? Well, actually, it isn't. A good, talented junior can bring a lot to the table besides a pair of hands to do junior tasks - not that there isn't a desperate need for folks to do junior tasks right. Juniors bring fresh perspectives on old problems. They've got an understanding of a younger slice of the audience that seniors might have gotten distanced from, especially after yelling at them to get off the damn lawn. They have a different relationship with games and technology than those of us who have been in the industry for a while have, and that's valuable. And they bring energy, something that too often has been squeezed out of industry vets by endless dev cycles. Of course, you absolutely have to invest in training up your juniors. They are juniors, after all - they don't know how the sausage gets made because this is not The Matrix and they cannot just download it along with kung fu. But the key word is "invest" - not "spend", "invest". The time you put into training a junior with potential will be repaid a hundredfold when they get up to speed and start owning bigger and more sensitive tasks. So treasure your juniors. Hang onto them. Make sure to set up an influx of new ones. And then you'll reap the rewards.
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