danp.us Open in urlscan Pro
2606:4700:3035::ac43:8905  Public Scan

URL: https://danp.us/
Submission: On May 03 via api from US — Scanned from US

Form analysis 0 forms found in the DOM

Text Content

 * 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

❮ ❯