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Daniel Williams

Technical Artist/Game Developer

daniel.safemilk@gmail.com

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VTM:B - RTX Remaster
https://www.moddb.com/mods/vampire-the-masquerade-bloodlines-rtx-remaster


HL2 - RTX Remaster

Prop Artist


Endstar

https://www.endlessstudios.com/endstar

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

www.eternal-silence.net

https://store.steampowered.com/app/17550/Eternal_Silence/

    

Jetpack Brontosaurus

Minotaur Chinashop   

http://blurst.com

Summary

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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 bringing game feel through every part of the process. Breaking down and understanding some of the more complex glue that holds experiences together that many smaller studios miss. I also love to do narrative design and do gameplay programming as well!

Spearhead prototyping to define and uncover mechanics and feel.

Skills

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  • Blender

    • Modeling

    • Scuplting

    • Rigging

    • Animating

    • Export To Engine

  • 3d Studio Max    

    • Max Script​

    • 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

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E-Line Media​ - July 2017 to Present
Endstar

  • Art Director

    • Shaped the look and feel of Endstar, taking into account Art Teams thoughts and opinions as well​

    • Led art creation and early tests as well as de-risking up coming art related issues and features

  • Tech Artist

    • Created art pipeline alongside team​

    • Shaped SDK tools with Tools Engineer

  • Co-Project Lead

    • High Level Product Decisions and Design

    • Creative Direction alongside Lead Engineer​


The Endless Mission

  • 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

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 The Art Institute of Phoenix - June 2008

  • Bachelor of Arts, Game Art and Design

 

Millennium Highschool

  • Graduated in 2005

 

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