Daniel is a passionate artist currently living in Vancouver, Canada.
Senior 3D Character Artist with 10 years of experience creating both highly stylized and high fidelity characters, and quite a bit in between. Daniel has worked on a wide range and types of projects, and highly engaged and collaborated across multiple disciplines and departments, in movies like Doctor Strange and King Arthur, to mobile games like Hero Hunters and Battlefield Mobile, to AAA console and PC games such as Luigi’s Mansion 3, Video Horror Society, Triad Wars, Diablo 4 and Harry Potter: Quidditch Champions
Meanwhile, for about just as long, he has taught, mentored and supported students on-site and online in the art of Character Creation For Games, at Think Tank Training Centre, Think Tank Online and CGMA, as well as developing and recording full online courses on the same subject for both Think Tank Online and Artstation Learning/Dekogon.
Interested in working in close knit studios, that puts people first and create awesome games that we are proud of making.
Please feel free to reach out with any questions!
Worked and released season 1, 2 and 3, as well as contributed to the base game and content for up mong seasonal content for Diablo 4.
Modeling, sculpting and texturing of:
- Season 3 main creature boss
- Minion variants
- Armor sets across classes, main season 2 battle pass amor set
- Armor sets for mounts
- Various weapons types and more.
Stylized and believable 3D Characters and Creatures modeling, sculpting, texturing and implementation in Unreal Engine 4, as well as outsourcing direction and reviews, on Harry Potter: Quidditch Champions.
- Worked closely with Character Director and Character/Creature Concept team to push visual quality, fidelity and stylization, from the 2D concept phase to the final 3D asset.
- Creating high fidelity stylized yet believable characters and creatures in a known and established franchise.
- Feedback and coordination of outsourcing team to maintain quality and hit visual targets.
- Daily participation in the playtests, highly engaged in the gameplay discussions and feedback.
Concepting, modeling, sculpting and texturing of new characters, characters skins and weapons on the live mobile game, Hero Hunters.
- Interpreting, expanding and executing 3D characters based on often loose 2D concepts.
- Implementation on proprietary game engine.
- Fast paced character production environment with tight deadlines.
- Concept and execution of characters and character skins.
- Together with Animation and Tech/VFX, we were independently running the full 3D character creation pipeline.
Character concepting, research and development for the new and upcoming Battlefield Mobile, being developed in Unreal Engine 4.
- Setting the visual target/character style of the Battlefield franchise in a mobile game context.
- Research, exploration and execution on where the characters should lie in the "stylization spectrum", pinpointing where exactly should they sit, exploring the in between cartoony and realistic characters.
- Concepting and development of characters with distinct identities and cultures.
- Research and development of strategies and workflows on how the characters can be customized, and what is important to have customization options.
- Early R&D on rendering and lighting solutions with mobile constraints in Unreal Engine 4
- Early R&D and collaboration with the tech department for materials/shaders solutions.
- Active and frequent participation in playtesting and game balance/design discussions.
On-site Mentoring students individually and as a group in their demo reel development - Character creation for Games, with modeling low meshes, sculpting, texturing and rendering.
On-site Lecturing:
- Game Character Creation: Taking students through the whole process of creating a game ready character. From interpreting the concept to implementing the final character in a real time software
- Texturing in Photoshop (October/2015 - February/2015): Lecturing the photoshop basics as well as introducing the student to texturing assets and understanding the different maps used.
Online:
- Supervising students throughout their term, with weekly live sessions and recorded personal feedback on their weekly assignments
- Developed and recorded classes for the Introduction to Character For Games course, where we walked through each step of the development of an game ready character.
Instructor for 2 seasons of a "9-week course that guides students through the fundamentals of creating and sculpting a real-time character in 3D", giving personal feedback as well as hosting live demos and QandA's
Pre production and RnD for the game Video Horror Society, with main responsibility being research, development and implementation of high fidelity realistic 3D Characters and Monsters in Unreal Engine 4.
- Research and development of the game's art style, setting visual target (differs from shipped art style).
- Together with the team, developed a universal body to be used and morphed across all characters.
- Collaborated on the research and implementation of character and creature creation Workflows and Pipeline
- Research and testing of early lighting and rendering solutions in Unreal Engine 4.
- Heavily collaborated on the building and hiring of the core art team.
- Daily play tested the game and collaborated in gameplay and game design discussions.
Worked as a Character Artist on Luigi's Mansion 3 for the Nintendo Switch, responsible for modeling, sculpting, texturing and implementing characters for in game, real time use, as well as in game cutscenes (proprietary game engine)
- Worked closely with other departments to discuss and ensure the characters and creatures fit the art style and fulfilled technical requirements, such as game performance and animation needs.
- Created wide range of facial expressions for multiple characters and creatures
- Closely interpreted 2D concepts of Characters and Creatures into 3D models.
Modeling, sculpting and texturing of high quality props and environments, as well as digital doubles for several movie titles. Collaborating across tech and art departments.
- Knights of the Roundtable: King Arthur (2017)
- Doctor Strange (2016)
Character modeling, sculpting and texturing for the game UFC 2.
Had the pleasure of working on a wide range of realistic character heads of young and older Mike Tyson, Josh Barnnet and many others.
- Creating realistic likeness of UFC fighters using photo reference.
- Implementation of assets in proprietary game engine.
- Ensuring new head assets worked with existing body assets seamlessly.
Modeling, sculpting and texturing of high quality props and environments, as well as digital doubles for several movie titles. Collaborating across tech and art departments.
Titles: - Avengers: Age of Ultron (2015)
- Hunger Games: Mockingjay Part 2 - Trailer: A Message from District 13 – Stand With Us
- Vacation (2015)
- The Fifth Wave (2016)
- Knights of the Roundtable: King Arthur (2017)
Worked on the thugs of the main gangs of the next online game Triad Wars. Sculpted and textured the heads and tweaked pre existing bodies. Also worked on fixing weights and general technical trouble shooting.