Alan Duncan

Senior Environment Artist (Full Time) at Highwire Games
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Location
US

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5.0

/5.0
/ Based on 2 ratings
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Dennis Adams

Alan is not only a fantastic artist, but he's also an absolute pleasure to work with. His passion for his craft, willingness to explore new ways to improve art pipelines, and openness to feedback made him a great fit for our team. If Alan were to get an opportunity to work on, let's say, a racing game, he would be one of the most valued contributors to the project given his passion for the racing world.

Daniel Stahl

Alan is not only a great artist, but gave insightful opinions on early prototypes of our games in development. He was diligent in his work and responded well to feedback. It would be a pleasure to work with him again.

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Experience

    • United States
    • Entertainment
    • 1 - 100 Employee
    • Senior Environment Artist (Full Time)
      • Jan 2018 - Present
    • Environment Artist
      • Mar 2016 - Sep 2017

      • Produced all the Photogrammetry assets in Forza Motorsports 7 as well as initial R&D • Modeled and Textured prop models for tracks • Resolved art and performance bugs. • Populated and optimized assigned tracks to a set budget and time schedule • Produced all the Photogrammetry assets in Forza Motorsports 7 as well as initial R&D • Modeled and Textured prop models for tracks • Resolved art and performance bugs. • Populated and optimized assigned tracks to a set budget and time schedule

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Environment Artist
      • Sep 2014 - Oct 2015

      • Created next gen hard-surface and organic models, textures, props, LODs for unreleased Project • Painted realistic and futuristic PBR textures • Generated terrain maps as World Builder for Single and Multiplayer Teams • Created next gen hard-surface and organic models, textures, props, LODs for unreleased Project • Painted realistic and futuristic PBR textures • Generated terrain maps as World Builder for Single and Multiplayer Teams

    • United States
    • Computer Games
    • World Builder Environment Artist
      • Oct 2013 - Sep 2014

      • Created next gen hard surface models, textured/lit and generated destruction models in Maya and Frostbite game engine and produced for Battlefield Hardline • Optimized level layout and design, set dressed levels and produced props. • Worked with Single and Multiplayer Teams as World Builder • Created next gen hard surface models, textured/lit and generated destruction models in Maya and Frostbite game engine and produced for Battlefield Hardline • Optimized level layout and design, set dressed levels and produced props. • Worked with Single and Multiplayer Teams as World Builder

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • 3D Generalist
      • May 2013 - Oct 2013

      • Created hard surface modeling, texturing/lighting, rigging, animating and compositing in Maya and extensive refining in Photoshop for SimCity Cities of Tomorrow • Designed, modelled levels, populated props • Created hard surface modeling, texturing/lighting, rigging, animating and compositing in Maya and extensive refining in Photoshop for SimCity Cities of Tomorrow • Designed, modelled levels, populated props

    • United Kingdom
    • Book and Periodical Publishing
    • 1 - 100 Employee
    • Environment Artist
      • Jan 2009 - May 2012

      • Created next gen models, textures and collision for Environments and Vehicles to set budgets and deadlines for Grand Theft Auto V and an Untitled Project• Created efficient poly map environments to a set budget for in-game and cut scenes• Generated terrain models, textures, and Architectural building production• Identified and reviewed task risks and recommend solutions and contingencies

    • Vehicle Artist (3D Hard Surface Artist)
      • Jan 2002 - Jan 2009

      • Created models, textures and collision generation for all aspects of vehicles production for Grand Theft Auto Vice City, Grand Theft Auto San Andreas, Grand Theft Auto IV, Grand Theft Auto: Ballad of Gay Tony and Grand Theft Auto: The Lost and Damned.• Produced of all the motorcycles for the gangs in Grand Theft Auto: The Lost and Damned and collaborated with game design to produce a concept of the hierarchy of the gang and their look. • Collaborated with Games Design department to assist in testing plan procedures and standards. Liaised with Art Direction to ensure any changes implemented on time Show less

    • 3D Artist
      • Feb 2000 - Jan 2002

      • Created level / resource modelling, 2D drawing and painting, digital concept work, screen design and texture creation for Farscape computer game for the television series. This has required faithful representation of licenced properties and working closely with the external producer for the games Farscape • Created military equipment and environment modelling. 2D drawing and painting, digital concept work, storyboarding, screen design and texture creation to a limited poly budget for Partisan, Operation: Overlord Show less

    • United States
    • Think Tanks
    • Lead Artist
      • Jun 1994 - Feb 2000

      Casino Kit (Sim Management for PC) Worked as Lead Artist from the projects inception. Responsible for pre-production artwork, story boarding, 2D texture creation, environment tile sets and GUI design, 3D modelling and animation. Solar / Shinsoki (Strategy for PC) Worked on model texture creation, GUI design and environment texturing. Skullcaps / BaldiesWorlds (PC) Responsible for 2D character design and animation, environment tile sets, front-end presentation screens, GUI and FX sprites. Baldies (PC, PSX, Saturn & Jaguar) From project conception I was involved in all aspects of artwork from concept drawings to character sprites and screen design. Responsible for graphical memory management for the different console skews. Show less

Education

  • Esk Valley College
    HND, Electrical Engineering
    1993 - 1994
  • Jewel and Esk Valley College
    HND, Engineering
    1990 - 1992
  • greenhall high school

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