Daniel Williams
/Technical Artist

/resume
Daniel Williams
Technical Artist/Game Developer
____________________________________________________________________________
The Endless Mission
https://theendlessmission.com/
https://store.steampowered.com/app/827880/The_Endless_Mission/
Party of Sin
https://store.steampowered.com/app/212700/Party_of_Sin/
Eternal Silence
https://store.steampowered.com/app/17550/Eternal_Silence/
Jetpack Brontosaurus
Minotaur Chinashop
​
Summary
____________________________________________________________________________
Always striving to combine my knowledge of making art for games with my growing knowledge of programming in C# and developing in Unity. Hoping to bring a new perspective to a development team that values the philosophy of automation and smoother pipelines for team members. I also love to do narrative design and do gameplay programming as well!
​
​
Skills
____________________________________________________________________________
- 
3d Studio Max - 
Max Script​ 
- 
Modeling 
- 
Scuplting 
- 
Rigging 
- 
Animating 
- 
Export To Engine 
 
- 
- 
Blender - 
Modeling 
- 
Scuplting 
- 
Rigging 
- 
Animating 
- 
Export To Engine 
 
- 
- 
Zbrush​ 
- 
Photoshop 
- 
Substance Designer/Painter 
- 
Unity - 
Full understanding of lighting system 
- 
Rendering pipeline and how to build around it’s constraints 
- 
HDRP 
- 
URP 
- 
Shadergraph 
- 
Importing pipeline 
- 
C# 
 
- 
- 
Unreal - 
Lighting 
- 
World Building 
- 
Asset Import Pipeline 
 
- 
- 
PBR Metalness and Smoothness workflows for multiple engines - 
Knowledge of how to author dielectric and conductive materials 
- 
By hand or by automated tools like Substance Designer/Painter or TB4’s new painting tools 
 
- 
- 
Marvelous Designer - 
Cloth simulation pipeline workflow to Zbrush then to runtime geo 
 
- 
​
​
Experience
____________________________________________________________________________
​
E-Line Media​ - July 2017 to Present
- 
Character Creation System (Full pipeline) 
- 
Rigging/Animating 
- 
Prototyping (Scripts/Animations/Gameplay) 
- 
Environments 
- 
Lighting 
- 
Props 
​
Freelance 3d Work - 2014 to 2017
- 
Create various 3d Art assets and prototypes for a multitude of clients. 
- 
Work with client to guide and develop assets 
- 
Create exploratory work and submit to clients who might need 3d visualization 
- 
Worked closely with 33North on a large project for PING.​ 
​
MOS - Defense - July 2012 - October 2013
Character, Weapon, Particle Artist, VR Research and Development for mil-sim training tool.
- 
Researched and created accurate characters based on real world information 
- 
Created particle systems for environment and weapon FX. 
- 
Created extra props to fill in development holes 
- 
Used an Oculus Rift Development Kit to explore VR applications for virtual training. 
Pitch Black Games LLC - October 2010 to April 2012
Character, Weapon, and Particle Artist
- 
Created a multitude of weapons 
- 
Created every particle system and ability FX and weapon FX system in the game 
- 
Used engine tools to create items and abilities and implement them using the FX 
- 
Transitioned to character team to clean up and replace art the was not target quality 
Eternal Silence Mod Team - March 2008 to June 2009
Texture and Prop artist
- 
Created two character models taking them from concept, to fully implementing them in game 
- 
Created two ships from concept to texturing to completion 
- 
Painted textures for props as well as modeled carry items 
- 
Learned how to work remotely with a team of many different backgrounds and collaborated over great distances to make sure that my work was correct and surpassing standards 
​
Flashbang Studios - Tempe Arizona - Apr. 2008 to Jul. 2008
Intern as 3d artist
- 
Worked on a small team creating assets ranging from trees to fruit, to animals 
- 
Interfaced with programmers and technical artists as well as an art director 
- 
Gained experience in working in Unity 
- 
Participated in the creation of Minotaur Chinashop 
- 
Participated in the creation of Jetpack Brontosaurus 
Principle Animation LLC - June 2008
Character Modeler
- 
Created a human biped for use in courtroom cases to determine the outcome of events 
- 
Worked directly with employer to revise the product 
Additional Experience
- 
Served as a conference associate at GDC 08 and 09 
- 
Participated on a team as an artist and designer in six SGDA Game Jams 
- 
Attended local developer mixers and IGDA events 
Education
____________________________________________________________________________
The Art Institute of Phoenix - June 2008
- 
Bachelor of Arts, Game Art and Design 
Millennium Highschool
- 
Graduated in 2005