Derrick Robinson
Studio Art Director at Cyan- Claim this Profile
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Topline Score
Bio
Eric Anderson
Derrick was the very first hire I made when ramping up for the Obduction project. Initially, all we needed was a solid Concept Designer - and Derrick delivered. But the longer I worked with him, I quickly realized how much more he had to offer. In addition to fantastic design/illustration and scene block-outs, Derrick also proved to be a fantastic digital sculptor and texture artist - eventually contributing heavily to the day-to-day production of game-ready assets. Derrick is the breed of artist that will teach himself _anything_, and then deploy that knowledge among the rest of the production staff, making the entire team stronger as a result. For any studio looking for one of the most well-rounded and capable visual artists I've ever had the opportunity to work with, I cannot recommend Derrick highly enough.
Celeste Gamble
Derrick's artistic vision has been critical to the look and feel of Obduction since the beginning. His studied approach to visual design ensures no stone is left unturned without first a thorough consideration of silhouette, composition, color, and lighting. He is also willing to shift gears in the face of changing project requirements, and embraces opportunities to learn new programs and tools. His flexibility has been appreciated by everyone on the team. Without him, the game simply would not be as epic and engaging.
Eric Anderson
Derrick was the very first hire I made when ramping up for the Obduction project. Initially, all we needed was a solid Concept Designer - and Derrick delivered. But the longer I worked with him, I quickly realized how much more he had to offer. In addition to fantastic design/illustration and scene block-outs, Derrick also proved to be a fantastic digital sculptor and texture artist - eventually contributing heavily to the day-to-day production of game-ready assets. Derrick is the breed of artist that will teach himself _anything_, and then deploy that knowledge among the rest of the production staff, making the entire team stronger as a result. For any studio looking for one of the most well-rounded and capable visual artists I've ever had the opportunity to work with, I cannot recommend Derrick highly enough.
Celeste Gamble
Derrick's artistic vision has been critical to the look and feel of Obduction since the beginning. His studied approach to visual design ensures no stone is left unturned without first a thorough consideration of silhouette, composition, color, and lighting. He is also willing to shift gears in the face of changing project requirements, and embraces opportunities to learn new programs and tools. His flexibility has been appreciated by everyone on the team. Without him, the game simply would not be as epic and engaging.
Eric Anderson
Derrick was the very first hire I made when ramping up for the Obduction project. Initially, all we needed was a solid Concept Designer - and Derrick delivered. But the longer I worked with him, I quickly realized how much more he had to offer. In addition to fantastic design/illustration and scene block-outs, Derrick also proved to be a fantastic digital sculptor and texture artist - eventually contributing heavily to the day-to-day production of game-ready assets. Derrick is the breed of artist that will teach himself _anything_, and then deploy that knowledge among the rest of the production staff, making the entire team stronger as a result. For any studio looking for one of the most well-rounded and capable visual artists I've ever had the opportunity to work with, I cannot recommend Derrick highly enough.
Celeste Gamble
Derrick's artistic vision has been critical to the look and feel of Obduction since the beginning. His studied approach to visual design ensures no stone is left unturned without first a thorough consideration of silhouette, composition, color, and lighting. He is also willing to shift gears in the face of changing project requirements, and embraces opportunities to learn new programs and tools. His flexibility has been appreciated by everyone on the team. Without him, the game simply would not be as epic and engaging.
Eric Anderson
Derrick was the very first hire I made when ramping up for the Obduction project. Initially, all we needed was a solid Concept Designer - and Derrick delivered. But the longer I worked with him, I quickly realized how much more he had to offer. In addition to fantastic design/illustration and scene block-outs, Derrick also proved to be a fantastic digital sculptor and texture artist - eventually contributing heavily to the day-to-day production of game-ready assets. Derrick is the breed of artist that will teach himself _anything_, and then deploy that knowledge among the rest of the production staff, making the entire team stronger as a result. For any studio looking for one of the most well-rounded and capable visual artists I've ever had the opportunity to work with, I cannot recommend Derrick highly enough.
Celeste Gamble
Derrick's artistic vision has been critical to the look and feel of Obduction since the beginning. His studied approach to visual design ensures no stone is left unturned without first a thorough consideration of silhouette, composition, color, and lighting. He is also willing to shift gears in the face of changing project requirements, and embraces opportunities to learn new programs and tools. His flexibility has been appreciated by everyone on the team. Without him, the game simply would not be as epic and engaging.
Experience
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Cyan
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United States
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Computer Games
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1 - 100 Employee
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Studio Art Director
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Apr 2020 - Present
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Nerd Ninjas
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United States
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Computer Games
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1 - 100 Employee
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Visual Designer
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Mar 2018 - Apr 2020
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Cyan
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United States
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Computer Games
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1 - 100 Employee
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Concept Designer
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Feb 2014 - Mar 2018
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Co-Founder | Designer
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Apr 2012 - Apr 2014
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Crystalfontz America
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Spokane
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Engineering support
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Feb 2010 - Feb 2014
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Quality Assurance Analyst
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Jan 2008 - Apr 2009
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(Contract) Concept Designer
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Aug 2007 - Feb 2008
-Responsible for producing concept art and visual design of characters, environments, and props described within a game design document. -Produced viable reference for 3D art production within the pipeline(e.g.Orthographic, Cut aways etc.) -Worked remotely with a team of other talented Artist -Responsible for producing concept art and visual design of characters, environments, and props described within a game design document. -Produced viable reference for 3D art production within the pipeline(e.g.Orthographic, Cut aways etc.) -Worked remotely with a team of other talented Artist
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Education
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Full Sail University
A.S, Computer Animation, Concept Design, Digital Illustration -
Full Sail University