Daniel Phillips
Game Developer in Asheville, NC
Work Experience
Environment Artist at Unannounced
Contract
May 12, 2022 - Nov 12, 2022
Remote
Founder of Enno Games
Jan 31, 2021 - Present
Asheville, NC
  • Developed and released the game Sky Fleet on Steam.
  • Programing for the entire game including multiplayer networking and physics.
  • Created all artwork except for a few 3d assets.
  • Worked with freelance sound designer for music and sound effects.
  • Published by Freedom Games on December 17th, 2021.
Environment Artist at 343 (Microsoft)
Contract through YOH
May 1, 2013 - Dec 23, 2015 and Nov 8, 2016 - Jan 31, 2021
Redmond, WA
  • 3D modeling and texturing of multiplayer environments.
  • Worked closely with design and concept teams to turn block-out geometry and ideas into full, finished products.
  • Materials, LODs, collision, performance and memory optimization.
  • Creation of hero vista assets.
  • Managed team of 2 environment artist.
  • Feedback to remote team.
  • Tracking and scheduling a portion of the banished props.
Environment Artist at Camouflaj
Contract
Dec 10, 2012 - April 30, 2013
Bellevue, WA
  • Created environments for the IPad game Republique running in Unity.
3D Artist at 343 (Microsoft)
Contract through Filter then YOH
July 2011 - Oct 18 2011 and Jan 30, 2012 - Nov 30, 2012
Kirkland, WA
  • Modeling and texturing of multiplayer props for Halo 4.
  • Modeling, texturing, materials and lighting of Spartan Ops multiplayer environments.
Environment Artist at Turn 10 (Microsoft)
Contract through Filter
Oct 2010 - July 2011
Redmond, WA
  • Modeling and texturing of environments for Forza 4.
3D Prop Artist at Bungie
Contract
Nov 3, 2008 - May 2010
Kirkland, WA
  • Modeling, texturing and destruction of environment props for Halo: Reach.
Artist at Liquid Dragon Studios
Dec 2004 - Sept 2008
Bellevue, WA
  • Deadliest Catch: Alaskan Storm - Modeling, texturing, and rigging of key assets. Some UI and other misc work.
  • Word Crispies - Responsible for all art except storyboards and table backgrounds.
  • The Odyssey: Winds of Athena - All art except front screen and cut scene paintings.
  • Protoyped Overflow, an action/puzzle game for next gen hardware with real time fluids.
  • Concept drawings for many game ideas.
Art Support at Suckerpunch Productions
Feb 2004 - Aug 2004
Bellevue, WA
  • Modeling Support and Production Assistant on Sly 2: Band of Thieves for PS2.
  • Applied in-house developed AI technology to all levels using Maya
  • Responsible for all dialog and movie files including localized versions in 14 languages
  • Worked with game designers to get their script into the game and ready for recording sessions
  • Modeling and physics bugs.
  • Captured screenshots for press.
Skills
3D Artist
Tech Artist
Programmer
Web Developer


Software
  • Maya
  • Photoshop
  • Substance Designer
  • Substance Painter
Languages
  • C#
  • Javascript
  • HLSL
  • Java
  • MongoDB
  • Docker
Education
BFA in Computer Animation
Ringling School of Art and Design
1999 - 2003