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* About * Portfolio * Resume * Contact Hi! I'm Dan. Living in Asheville, NC after growing up in northwest Florida and making a lengthy stay in Seattle. 19 years of experience in game dev including lots of Halo titles, an entire game by myself called Sky Fleet and most recently Pacific Drive which comes out later this year. Outside of work I spend time woodworking, CNC machining, house projects, and exploring the local mountains and rivers. ~ PORTFOLIO ~ Pacific Drive May 2022 - August 2023 Ironwood Studios Pacific Drive is a run-based, first-person driving survival game. Your car is your only companion as you navigate a surreal and anomaly-filled reimagining of the Pacific Northwest. Structured as a “road-lite”, each excursion into the wilderness brings unique and strange challenges, as you restore and upgrade your car from an abandoned garage that acts as your home base. With the car as your lifeline, you’ll unravel a long-forgotten mystery as you make your way to the heart of the Olympic Exclusion Zone. I joined about a year and a half before release and helped finish many of the environments. Various Projects December 2021 - December 2022 Omen Isle This was a game I came up with and developed into a mostly working game but was eventually dropped. Gpu Grass GPU Grass is a replacement for Unity's terrain detail system. Unity Asset Store Page While building a forest scene in Unity, I found that I couldn't get the look and performance I wanted from Unity's terrain grass and decided to make my own system to use instead. What I thought would be a quick tool turned into months of research and rewrites. I finally came up with GPU Grass which I think is a very fast way to place and render good looking grass on terrain in Unity. GPU Grass doesn't have all of the features that's Unity's system does but it is much faster and in my opinion better looking. Planets Another game idea that I stopped working on. The idea was a planet that simulated forces like humidity, temperature, dewpoint, wind. The player modified the land and forces changed based on it. I implemented wave function collapse algorithm on a sphere for a triangle grid then experimented with cloud and atmosphere shaders. Sky Fleet December 2019 - November 2021 Enno Games Sky Fleet is an online co-op action RTS. Work together to build a base and defend it from attacking drones. Mine resources to upgrade your ship and destroy the drone's base. I built Sky Fleet almost entirely by myself including server based multiplayer, custom physics and gameplay programming. Music and sound was done by Artur Sousa and I hired Ezgi Bulut to help finish some meshes. Released in December 2021 on Steam. Halo Infinite October 2016 - December 2020 343 (Microsoft) Early in production I worked on unreleased maps taking them from block-out geometry and ideas into finished products. As production ramped up I joined the environment content team to help create assets for world builders. I managed a team of two remote artists and assisted in providing feedback to outsource art studios. Later on I took on the tasks of tracking, scheduling and finished a large portion of the banished assets. Frigate I created the mesh for the Panama Frigate. Concept by Sparth. Visible in the multiplayer maps Deadlock and Highpower. Sabre Based on the Halo: Reach Sabre concepted by Isaac Hannaford and built by Artem Volchik. I was responsible for building the Halo Infinite version which is featured in the multiplayer map Launch Site. Forklift Props I built many UNSC props seen throughout the game including these crates. Banished I worked on many of the banished assets and was also responsible for tracking and scheduling for a large portion of the banished assets. Interlock I was in charge of finishing the beauty corner for Interlock for the environment content team. Astroe.io December 2016 - March 2017 Astroe is a multiplayer 2D space battle game. Destroy asteroids to mine gold and to upgrade your ship. Team up and play with other players from around the world. Made with javascript, pixi.js and websockets. Over 800,000 players according to Google Analytics. Pistol Model November 2015 - December 2015 A model I created while in-between jobs. Halo 5 April 2013 - September 2015 343 (Microsoft) On Halo 5 I worked as an environment artist usually on a team of two to five people. We worked together to take maps from block-out geometry from the designers all the way to finished products. I was primarily a hard surface artist but also worked on materials, textures, collision, and perforamnce. Stasis I was in charge of the art direction for the map Stasis, figuring out the look of the snow and how it was to be implemented. It is a remake of a previous map I worked on called Torque. Torque Courtyard Sanghelios Ships Republique December 2012 - April 2013 Camouflaj République is an episodic action-adventure stealth video game developed by Camouflaj for phones and tablets. I was responsible for figuring out what some of the areas looked like and building them. Halo 4 June 2011 - October 2012 343 (Microsoft) On Halo 4 I worked on many props then later on joined the environment team to work on the maps Haven then Temple. Haven Temple Props Forza 4 September 2010 - May 2011 Turn 10 Indianapolis Motor Speedway On the map Indy I worked with another 3D artist and under a lead and created most assets in the level except buildings. Infineon Forza 4 Girl Model May 2010 - June 2010 A model I created while in-between jobs. Halo Reach November 2008 - April 2010 Bungie Vulcan Turret Shade Turret Covenant Weapons Crate UNSC Props Covenant Props Boat Demo July 2008 - August 2008 Liquid Dragon Studios Deadliest Catch January 2007 - June 2008 Liquid Dragon Studios Deadliest Catch: Alaskan Storm is a game based on the television show Deadliest Catch. The game takes place in the Bering Sea. The player plan must manage navigation, maintenance of their boat, the hiring of crew members, and control their fishing. Deadliest Catch: Alaskan Storm Virtual Tour Sketches July 2006 - December 2006 Word Krispies December 2005 - May 2006 Liquid Dragon Studios Word Krispies. A casual word game by Liquid Dragon Studios. I was responsible for all of the art for this game. The Odyssey July 2005 - November 2005 Liquid Dragon Studios The Oddysey: Winds of Athena is a casual game by Liquid Dragon Studios. I was responsible for all of the art except for the cut-scenes. Winds of Atena Neanderfall April 2002 - August 2002 Computer animation senior project at Ringling School of Art and Design ~ RESUME ~ Daniel Phillips Game Developer in Asheville, NC danphi@gmail.com - https://danp.us - @dan335 - LinkedIn Work Experience Senior Environment Artist at 1047 Games Sept 11, 2023 - Present Remote Environment Artist at Ironwood Studios on Pacific Drive Contract May 12, 2022 - August 31, 2023 Remote * Environment art on Pacific Drive. I joined about a year and a half before release and helped finish some of the environments. Founder of Enno Games on Sky Fleet Jan 31, 2021 - November 2021 Asheville, NC * Developed and released the game Sky Fleet on Steam. * Design and programing for the entire game. * Game client created in Unity using C#. * Game server written in Java. Multiplayer server based networking using tcp and udp without networking libraries. Custom physics engine. * Automated server management and matchmaking written in Rust and deployed on Digital Ocean with Docker. * Created all artwork except for a few 3d assets. * Worked with freelance sound designer for music and sound effects. Environment Artist at 343 (Microsoft) on Halo 5, and Halo: Infinite 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 for a large portion of the banished props. Environment Artist at Camouflaj on Republique Contract Dec 10, 2012 - April 30, 2013 Bellevue, WA * Created environments for the IPad game Republique running in Unity. 3D Artist at 343 (Microsoft) on Halo 4 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) on Forza 4 Contract through Filter Oct 2010 - July 2011 Redmond, WA * Modeling and texturing of environments for Forza 4. 3D Prop Artist at Bungie on Halo: Reach Contract Nov 3, 2008 - May 2010 Kirkland, WA * Modeling, texturing and destruction of environment props for Halo: Reach. Artist at Liquid Dragon Studios on Deadliest Catch: Alaskan Storm, The Odyssey: Winds of Athena, Word Krispies 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 on Sly 2: Band of Thieves Contract 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. Software * Blender * Maya * Photoshop * Substance Designer * Substance Painter * Unity * Unreal Languages * Javascript * C# * Java * HLSL * Some Rust * MongoDB * Docker Education BFA in Computer Animation Ringling School of Art and Design 1999 - 2003 ~ CONTACT INFO ~ Emaildanphi@gmail.com Twitter@dan335 Discord.dan_ Instagramdanp335 LinkedIndanphi ❮ ❯