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

19 years of experience in game dev including lots of Halo titles, an entire game by myself called Sky Fleet and most recently Pacific Drive which comes out later this year.

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

~ Portfolio ~

~ Resume ~

Daniel Phillips
Game Developer in Asheville, NC
Work Experience
Senior Environment Artist at 1047 Games
Sept 11, 2023 - Present
Environment Artist at Ironwood Studios
on Pacific Drive
May 12, 2022 - August 31, 2023
  • Environment art on Pacific Drive. I joined about a year and a half before release and helped finish some of the environments.
Founder of Enno Games
on Sky Fleet
Jan 31, 2021 - November 2021
Asheville, NC
  • Developed and released the game Sky Fleet on Steam.
  • Design and programing for the entire game.
  • Game client created in Unity using C#.
  • Game server written in Java. Multiplayer server based networking using tcp and udp without networking libraries. Custom physics engine.
  • Automated server management and matchmaking written in Rust and deployed on Digital Ocean with Docker.
  • Created all artwork except for a few 3d assets.
  • Worked with 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
  • 3D modeling and texturing of multiplayer environments.
  • Worked closely with design and concept teams to turn block-out geometry and ideas into full, finished products.
  • Materials, LODs, collision, performance and memory optimization.
  • Creation of hero vista assets.
  • Managed team of 2 environment artist.
  • Feedback to remote team.
  • Tracking and scheduling for a large portion of the banished props.
Environment Artist at Camouflaj
on Republique
Dec 10, 2012 - April 30, 2013
Bellevue, WA
  • Created environments for the IPad game Republique running 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
  • Modeling and texturing of 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
  • Modeling and texturing of environments for Forza 4.
3D Prop Artist at Bungie
on Halo: Reach
Nov 3, 2008 - May 2010
Kirkland, WA
  • Modeling, texturing and destruction of 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 - Modeling, texturing, and rigging of key assets. Some UI and other misc work.
  • Word Crispies - Responsible for all art except storyboards and table backgrounds.
  • The Odyssey: Winds of Athena - All art except front screen and cut scene paintings.
  • Protoyped Overflow, an action/puzzle game for next gen hardware with real time fluids.
  • Concept drawings for many game ideas.
Art Support at Suckerpunch Productions
on Sly 2: Band of Thieves
Feb 2004 - Aug 2004
Bellevue, WA
  • Modeling Support and Production Assistant on Sly 2: Band of Thieves for PS2.
  • Applied in-house developed AI technology to all levels using Maya
  • Responsible for all dialog and movie files including localized versions in 14 languages
  • Worked with game designers to get their script into the game and ready for recording sessions
  • Modeling and physics bugs.
  • Captured screenshots for press.
  • Blender
  • Maya
  • Photoshop
  • Substance Designer
  • Substance Painter
  • Unity
  • Unreal
  • Javascript
  • C#
  • Java
  • HLSL
  • Some Rust
  • MongoDB
  • Docker
BFA in Computer Animation
Ringling School of Art and Design
1999 - 2003

~ Contact Info ~

Email[email protected]