Dan Cook firstname.lastname@example.org
I have been in the games industry for many years as an environment and prop artist. During this time, I have developed a wealth of knowledge of game development and the methods needed to create compelling game art. Through good organisation and an eye for form, scale and detail, I deliver accurate, performance-optimised work in good time. I have always worked well with others and really enjoy collaborating with people to get products across the finish line.
Software knowledge and key skills:
Maya, Photoshop, Substance Painter, Unity, Unreal, Low and high polygon modelling, Texturing, Shader design, Lighting, Particle effects. Best practice guides and checklists. Optimisation and pipeline.
Let's Explore Oceans-Mobile VR River Recon-Motion VR The Tower Coaster-Motion VR
Wipeout Omega Collection-PS4 Pro Reaction Drive-iOS/Android Drive Club-PS4 Wipeout 2048-PS Vita Wipeout Fury-PS3 Wipeout HD-PS3 Motor Storm Apocalypse-PS3 Motor Storm Pacific Rift-PS3 Wipeout Pure-PSP Wipeout Fusion-PS2 Transport Tycoon-PS1
July 2018 - June 2021
One of the most challenging, rewarding and innovative roles I have had to date. Due to my game art and pipeline experience, I introduced and designed new techniques and systems to generate innovative and creative content quickly. It was a fabulous opportunity to design and create the art for highly successful VR experiences whilst expanding my understanding of VR psychology and physiology. Optimising graphics for VR performance was also a key part of my job. I am very creative and worked beyond my artist responsibilities to also work on design implementation, hardware prototyping and motion design for motion platforms and simulators. I have developed art for mobile VR to high-end PC motion platforms for National Geographic FEC’s.
Mentoring staff has also been extremely satisfying; I teach by example to guide more junior staff and give regular reviews, feedback and encouragement. This maintained the vision laid out by the stakeholders and built team cohesion. It was incredibly rewarding for me personally to see the art team grow and perform.
I improved the pipelines by designing best practice guides and key checklists. I worked with producers and other department heads to schedule work and worked closely with coders to problem solve and optimise the games and experiences.
Skyhook games (Contract)
June 2017 – June 2018
Contract work on several different projects including: modelling and texturing detailed, accurate Locomotives and rolling stock for a train simulator game. This includes the full interior cabs and control rooms prepared for use in Unreal.
Clever Beans (Contract)
October 2016 – March 2017
At Clever Beans I worked on the Wipeout Omega Collection for PS4 Pro, making new graphics and remastering in game geometry and textures, designing new shaders and digital matte painting sky backgrounds. I worked closely with a concept artist to help design and then model and texture the signature new ship for the game.
Senior Artist and Co-Founder
Cabin Crazy Studios Ltd
April 2015 - September 2016
I was the sole artist on the iOS/Android game Reaction Drive. Working closely with a coder to really push what can be done graphically on mobile devices. I researched and defined the style for the game and then completed all the graphics this included all the modelling and texturing, level design, particle effects, shaders, lighting, front end and HUD graphics.
Senior Environment Artist
Evolution Studios (Contract)
October 2012 – March 2015
My work on Driveclub PS4 was on the environment object team. Working from object briefs I was tasked with creating many of the trackside and landmark objects for the game ensuring that the highest standards of quality and consistency were met. The range of objects was diverse, from ornate buildings to plants and trees. I also optimised objects for the game engine and acted as a mentor to some of the less experienced members of the art team.
Senior Environment Artist
Sony - Studio Liverpool
June 2000 – October 2012
Whilst at Sony Liverpool, I worked on PS4, PS3, PS-Vita , PSP and PS2 and had 7 published titles in the Wipeout and Motor Storm series. I worked through the whole development cycle from pre-production research to final optimisations. I also worked on several unpublished titles with a more organic setting. Within the different projects, I helped define the style and feel of the game as well as more technical duties including designing complex multi layered shaders, normal map generation and developing several modular level construction systems. As a senior artist, I was responsible for leading the producion of several levels on Wipeout 2048. This involved level design and carefully matching the style to the rest of the game and structuring the work. I have also mentored a number of junior artists.
Extreme FX/3D Films
February 1998 – April 2000
I built and textured fantasy landscapes, buildings and vehicles for a futuristic Playstation racing game. For a PC beat-em-up I created arenas and designed and animated the characters for the game. As Extreme FX/3D Films is also a visual-effects company as well as a game studio I was frequently tasked to produce rendered animation sequences for various cartoon projects and corporate visualisations.
July 1997 – November 1997
I produced real-time low polygon character models and animation for a game proposal. This involved designing and building a stylised environment and zombie characters.
Ultimate Impact Software
October 1996 – May 1997
I was responsible for the production of real-time graphics for a rally game. This project required me to design and create models for environments, rally cars and 3d front end screens.
November 1995 – July 1996
Whilst working for Digital Amusement, I solely produced the intro movie-style animation sequence and cut scenes for the Playstation conversion of Transport Tycoon which was fully rendered in 3D-studio. I also created character models and animation for a cartoon style fighting game and a golf simulation.
June 1994 – September 1995
Contract work to produce graphics for an off road racing game which involved designing and modelling a variety of scenery types, car models and option screens.
September 1991 – May 1994
During this time I was a partner in a graphic design business, working on computer based design, typography and 3d illustration.
September 1988 – July 1991
I joined Quantum directly on leaving school and was initially responsible for photographic lighting and set building in a busy studio. In the following years I became more involved with work on advertising and vehicle photography. My time at Quantum gave me a good introduction to real lighting and set design which gave me an understanding that I have used many times in my work as a 3d artist.
Games, VR, art, simulators, prop making, CAD, 3d Printing, kayaking.
Stephen Morris - Immotion VR Studio Director
Ric Miskimmon - Executive Producer // Agile Project Management - managed Dan at Evolution Studios.
"Dan is a Veteran videogame artist who added tremendous value to the Evolution Art Team.
Dan consistently produces assets of the highest order and was trusted to deliver many of the ‘landmark’ assets in Driveclub.
His experience and professionalism provided inspiration to the younger members of the team, especially during the more challenging days of Production.
Dan is an excellent all round Object / Environment Artist who can be trusted to produce AAA content with minimal fuss or rework.
I would be more than happy to recommend Dan."