Daniel Williams
/Technical Artist
/resume
Daniel Williams
Technical Artist/Game Developer
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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
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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 the philosophy of automation and smoother pipelines for team members. I also love to do narrative design and do gameplay programming as well!
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Skills
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3d Studio Max
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Max Script​
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Modeling
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Scuplting
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Rigging
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Animating
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Export To Engine
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Blender
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Modeling
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Scuplting
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Rigging
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Animating
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Export To Engine
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Zbrush​
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Photoshop
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Substance Designer/Painter
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Unity
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Full understanding of lighting system
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Rendering pipeline and how to build around it’s constraints
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HDRP
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URP
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Shadergraph
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Importing pipeline
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C#
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Unreal
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Lighting
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World Building
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Asset Import Pipeline
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PBR Metalness and Smoothness workflows for multiple engines
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Knowledge of how to author dielectric and conductive materials
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By hand or by automated tools like Substance Designer/Painter or TB4’s new painting tools
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Marvelous Designer
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Cloth simulation pipeline workflow to Zbrush then to runtime geo
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Experience
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E-Line Media​ - July 2017 to Present
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Character Creation System (Full pipeline)
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Rigging/Animating
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Prototyping (Scripts/Animations/Gameplay)
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Environments
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Lighting
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Props
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Freelance 3d Work - 2014 to 2017
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Create various 3d Art assets and prototypes for a multitude of clients.
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Work with client to guide and develop assets
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Create exploratory work and submit to clients who might need 3d visualization
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Worked closely with 33North on a large project for PING.​
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MOS - Defense - July 2012 - October 2013
Character, Weapon, Particle Artist, VR Research and Development for mil-sim training tool.
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Researched and created accurate characters based on real world information
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Created particle systems for environment and weapon FX.
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Created extra props to fill in development holes
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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
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Created a multitude of weapons
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Created every particle system and ability FX and weapon FX system in the game
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Used engine tools to create items and abilities and implement them using the FX
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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
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Created two character models taking them from concept, to fully implementing them in game
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Created two ships from concept to texturing to completion
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Painted textures for props as well as modeled carry items
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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
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Flashbang Studios - Tempe Arizona - Apr. 2008 to Jul. 2008
Intern as 3d artist
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Worked on a small team creating assets ranging from trees to fruit, to animals
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Interfaced with programmers and technical artists as well as an art director
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Gained experience in working in Unity
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Participated in the creation of Minotaur Chinashop
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Participated in the creation of Jetpack Brontosaurus
Principle Animation LLC - June 2008
Character Modeler
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Created a human biped for use in courtroom cases to determine the outcome of events
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Worked directly with employer to revise the product
Additional Experience
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Served as a conference associate at GDC 08 and 09
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Participated on a team as an artist and designer in six SGDA Game Jams
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Attended local developer mixers and IGDA events
Education
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The Art Institute of Phoenix - June 2008
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Bachelor of Arts, Game Art and Design
Millennium Highschool
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Graduated in 2005