Dan John Cox has been a games artist and educator for 10 years has worked at studios such as Ubisoft and Capybara games. He's also been a speaker at events such as GDC, Game Connection Paris, Konsoll Norway, Creativa, GamerCamp and more. He also currently does tutorials for Plualsight.com
- Creating complex assets, textures and world development for an unannounced console and PC title
- Helping develop future pipelines for asset and world creation
- Building out procedural elements for the game world
- Creating and managing the entire team's tasks and schedule
- Planning, scheduling and implementing large game design elements
- Working with programmers to modify the initially slow and difficult 3D workflow for creating game content to make it more streamlined
- Teaching 3D to the art team
- Independently developing the Environment Modelling, Texturing, and Portfolio Creation class curriculums from the ground up
- Working with industry experts to discuss the quality of the program’s I build and ensuring they keep with the rapidly changing industry standards
- Assisting students in finding work and matching studios up with students
- Organizing artists in the industry to do talks and panels for the school
- Co-creating Starlink: Battle of Atlas, acting as a lead, developing our visual tone with assistance from the art director, training junior artists, and exploring future content creation pipelines while delivering content for our milestones
- Modelling on Splinter Cell Blacklist as a Senior Team Member
- Taking a level from Greyblock to Final art polish and bug fixing
- Modelling and texturing props and structures
- Working independently I took one section of our level and acted as Level Artist and Designer to revamp a troubled area into one of our key set piece scenes
- Leading the environment team on GammaWorld: Alpha Mutations
- Building out the in game look and feel for the the world
- Directing environment design in each level ensuring each area can tell a unique story
- Creating props, modular level art, complex materials, textures
- Creating complex materials to increase the speed of asset creation in our pipeline
- Verifying art quality
- Mentoring and managing Junior Artists
- Producing illustrations, colour swatches and detailed asset concepts for game worlds for use in outsourcing
- Developing the look and feel for the six different worlds in Flip’s Twisted World
- Modelling and Texturing environmental assets, set pieces, and character models
- Creating game pitches and art for publisher meetings
- Modeling and texturing tasks for; vehicles, props, characters, and environments
- Quickly learning and building high level shaders for unannounced Xbox360/PS3 game
- Creating concept art for a variety of vehicles and weapons
- Often being placed in many different positions and adapting quickly to each one