Hi!

I'm Dan. Living in Asheville, NC after growing up in northwest Florida and making a lengthy stay in Seattle.

20 years of experience in game dev including lots of Halo titles, an entire game by myself called Sky Fleet and most recently Pacific Drive and Splitgate 2.

Outside of work I spend time woodworking, CNC machining, house projects, and exploring the local mountains and rivers.

~ Portfolio ~

~ Resume ~

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Daniel Phillips
Game Developer in Asheville, NC
Work Experience
Founder of DCP Woodworking
Aug 23, 2025 - Oct 31, 2025
Asheville, NC
  • Designed, made, and sold over $10,000 worth of wooden home goods to a local store.
  • Products were designed in Fusion 360, milled with a CNC router, and finished by hand.
  • Instagram
Senior Environment Artist at 1047 Games
Sept 11, 2023 - Aug 22, 2025
Remote
  • Led an external team in development of a multiplayer arena level.
  • Collaborated across disciplines to take several multiplayer maps from blockout to shippable quality.
  • Built the main menu environment using existing assets.
  • Modeled key environment art assets for several levels.
  • Contributed to material and shader development, as well as Blueprint and tools programming.
Environment Artist at Ironwood Studios
on Pacific Drive
Contract
May 12, 2022 - August 31, 2023
Remote
  • Worked on environment art for Pacific Drive, joining the team 18 months before release to polish and complete several key environments.
Founder of Enno Games
on Sky Fleet
Jan 31, 2021 - November 2021
Asheville, NC
  • Developed and released Sky Fleet on Steam.
  • Design and programing for the entire game.
  • Built the game client in Unity (C#) and the multiplayer server in Java using custom TCP/UDP networking and a proprietary physics engine.
  • Implemented automated server management and matchmaking in Rust, deployed on DigitalOcean with Docker.
  • Created all artwork except for a few 3d assets.
  • Collaborated with a 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
  • Modeled and textured environments for multiplayer levels.
  • Collaborated with design and concept teams to transform blockouts and ideas into polished, shippable environments.
  • Materials, LODs, collision, performance and memory optimization.
  • Creation of hero vista assets.
  • Managed a team of two environment artists and provided feedback to external outsource team.
  • Oversaw 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 built 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
  • Modeled and textured 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
  • Modeled and textured environments for Forza 4.
3D Prop Artist at Bungie
on Halo: Reach
Contract
Nov 3, 2008 - May 2010
Kirkland, WA
  • Modeled and textured destructible 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 – Modeled, textured, and rigged key assets; contributed to UI and miscellaneous tasks.
  • Word Crispies – Created all art except storyboards and table backgrounds.
  • The Odyssey: Winds of Athena – Produced all art except front screen and cutscene paintings.
  • Overflow – Prototyped an action/puzzle game for next-gen hardware featuring real-time fluids.
  • Developed concept drawings for multiple 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 (PS2).
  • Applied in-house AI technology to all levels using Maya.
  • Managed all dialog and movie files, including localized versions in 14 languages.
  • Collaborated with game designers to implement scripts and prepare for recording sessions.
  • Fixed many modeling and physics bugs.
  • Captured screenshots for press materials.
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 ~

Email [email protected]
Twitter @dan335
Discord .dan_
Instagram danp335
LinkedIn danphi