Daniel Robson
Lead Artist at MachineGames- Claim this Profile
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Bio
Manny Diaz
Dan was responsible for delivering level art in one of the most complicated and crucial spaces in our game. Throughout development, Dan was extremely receptive to direction and feedback. I was always pleased to see the way he was able to build on ideas that extended beyond design, level art, and gameplay. His receptiveness and skill meant he was capable of weaving high concept ideas and subtext into his environments. Dan worked closely with our level design team to balance real-world expectation with the gameplay requirements of the space. Throughout each milestone, he continued to bring a quality attitude and a proactive work ethic. I always felt confident in trusting Dan with his crucial mandate, and I look forward to seeing the way he will continue to elevate the art quality of the teams he works with.
Manny Diaz
Dan was responsible for delivering level art in one of the most complicated and crucial spaces in our game. Throughout development, Dan was extremely receptive to direction and feedback. I was always pleased to see the way he was able to build on ideas that extended beyond design, level art, and gameplay. His receptiveness and skill meant he was capable of weaving high concept ideas and subtext into his environments. Dan worked closely with our level design team to balance real-world expectation with the gameplay requirements of the space. Throughout each milestone, he continued to bring a quality attitude and a proactive work ethic. I always felt confident in trusting Dan with his crucial mandate, and I look forward to seeing the way he will continue to elevate the art quality of the teams he works with.
Manny Diaz
Dan was responsible for delivering level art in one of the most complicated and crucial spaces in our game. Throughout development, Dan was extremely receptive to direction and feedback. I was always pleased to see the way he was able to build on ideas that extended beyond design, level art, and gameplay. His receptiveness and skill meant he was capable of weaving high concept ideas and subtext into his environments. Dan worked closely with our level design team to balance real-world expectation with the gameplay requirements of the space. Throughout each milestone, he continued to bring a quality attitude and a proactive work ethic. I always felt confident in trusting Dan with his crucial mandate, and I look forward to seeing the way he will continue to elevate the art quality of the teams he works with.
Manny Diaz
Dan was responsible for delivering level art in one of the most complicated and crucial spaces in our game. Throughout development, Dan was extremely receptive to direction and feedback. I was always pleased to see the way he was able to build on ideas that extended beyond design, level art, and gameplay. His receptiveness and skill meant he was capable of weaving high concept ideas and subtext into his environments. Dan worked closely with our level design team to balance real-world expectation with the gameplay requirements of the space. Throughout each milestone, he continued to bring a quality attitude and a proactive work ethic. I always felt confident in trusting Dan with his crucial mandate, and I look forward to seeing the way he will continue to elevate the art quality of the teams he works with.
Experience
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MachineGames
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Sweden
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Computer Games
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100 - 200 Employee
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Lead Artist
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Jan 2022 - Present
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Lead Environment Artist
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Sep 2019 - Jan 2022
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Senior Environment Artist
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May 2015 - Sep 2019
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Ubisoft Reflections
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United Kingdom
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Computer Games
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200 - 300 Employee
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Senior Environment Artist
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Aug 2014 - May 2015
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Crytek
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Germany
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Computer Games
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400 - 500 Employee
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Environment Artist
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Jan 2012 - Aug 2014
Environment Artist currently working on Homefront 2. Modeling high and low poly game assets. Creating photo realistic textures and materials. Whiteboxing environments within Cryengine 3. Environment Artist currently working on Homefront 2. Modeling high and low poly game assets. Creating photo realistic textures and materials. Whiteboxing environments within Cryengine 3.
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Middlesbrough College
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United Kingdom
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Education Management
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500 - 600 Employee
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Games Design Lecturer
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Sep 2009 - Jul 2010
After completing my undergraduate degree I secured a role at Middlesbrough College as a lecturer in games design. Subjects taught include, 3D Modelling, 2D animation Production, Web animation and Concept Art. After completing my undergraduate degree I secured a role at Middlesbrough College as a lecturer in games design. Subjects taught include, 3D Modelling, 2D animation Production, Web animation and Concept Art.
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Bizarre Creations
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Computer Games
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1 - 100 Employee
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3D Artist/Intern
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Aug 2006 - Sep 2007
Working on Project Gotham Racing 4 as a 3D generalist. Responsibilities included - • Production of visually appealing, true to life assets and environments based on photographic reference in Autodesk Maya. • UV mapping of objects and production of high quality, realistic textures for environments and props. • Use of Speed tree for placement of foliage and trees. • Use of in-house tools to produce Armco barriers, gantries and other functional assets making each location look like a true to life racecourse. • Communicate with other team members to ensure artwork is accurate, to the correct standard and none-conflicting with other existing assets. Show less
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Education
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University of Teesside
MA, Computer Games Art: Environment -
University of Teesside
BA, Computer Games Art -
Cleveland College of Art and Design
BTEC National Diploma, Multimedia