Currently looking for a full time or contract position.
Able to take on any 3d and 2d art tasks. Exceptional skills and talents allow me to produce 2d concept, illustration art, and 3d characters, hard surface, and props for games. My knowledge and experience make me able to adapt to any in-game engine's technical requirements. Skills also include experience as a storyboard artist, and sequential artist skills used to make comics, and illustration, both from scratch or model paint-overs.
Able to provide very skilled Concept art, both character and environment, Illustrations, 3d character art, 3d hard surface modeling, and shader setup.
Software used, Photoshop, 3dsmax, Zbrush, Mudbox, Substance Designer/Painter, Marvelous Designer, MentalRay, VRay, Keyshot. Soon to add 3dCoat to the list.
Freelance Concept Artist / 3d Artist @ • Anki Overdrive, hard surface modeling for mobile game
• Uber Entertainment (2009-2010, 6m), weapons, props, promotional art for for Monday Night Combat.
• Double Helix games (2008-2010 1y 3m),
--Concept work for GI Joe, environment, weapons, characters, UI art
--Various art projects for game proposals, illustrations, splash screen PSP, character art PSP
--Concept work for Justice League title, character design, environments, paint overs
--3d Character work for Justice League, modeling, texturing
• EA Europe / Crytek, main character design for Crysis
• UK Climax, worked on game proposal illustrations
• Comic Book Cover Illustrations, for Hazmat Studios
• Worked on 2 comic books with Andrew Dabb, and Scott Brown, never published
• Developed Illustration skills, Sequential art skills
• Architectural pre-vis renders, made assets for 3d environments for Mike Amaya From October 2005 to Present (10 years 3 months) Concept Artist / 3d Artist @ Worked with a small group of very experienced artists to make what could be considered an epic scale game on a narrow budget with a smallest team (arguably) ever, in the history of MMO's. Provided Concept art for nearly every character and building/building-progressions for art team. The concept art became a very important aspect of development as it guided the team and kept them focused on making 3d art assets quickly and efficiently. Also developed 3d textures process used to make PBR like environment textures. Learned modern software art tools to help provide the team with new/better/faster ways of working to help future proof the company. From February 2013 to August 2015 (2 years 7 months) Concept Artist /3d Artist @ Worked with indie game developer to help produce the worlds first FPS / MOBA style game, Super Monday Night Combat. Developed character concept art, promotinal illustration, and provided 3d character art, and shader work in Unreal 3. From May 2011 to July 2012 (1 year 3 months) Character Artist / Character Concept / Cover Artist @ Streamlined 3d character art process to quickly complete and LOD in-game characters. Kept a steady stream of character assets flowing into the project. Developed mapping techniques and texture baking process before it was common place to help increase speed at witch characters where made, and the quality they where made with. Created concept art for additional character outfits and props.
• Modeled and textured 47 in game characters for Path of Neo.
• Character Concept art for Path of Neo
• Managed Liquid Development a outsource company for and additional 53 characters
• Made Magazine Covers for Enter the Matrix From September 2003 to October 2005 (2 years 2 months) Story Board / Character Artist / Props @ Created storyboards for almost 3 hours of movies clips and cut scenes. The boards brought the script to life and where used to guide production of cut scenes for the internal animation department and provided direction for short movies for the external FX studio.
• Story Boarded cut scenes and cinematic scenes for the game Run Like Hell
• 3d work on characters, environment, props From July 2000 to October 2002 (2 years 4 months) 3d Character Artist / Concept Art / Environment Art @ Designed and modeled high rez characters that where baked into low rez NURB characters. Created work that inspired the Messiah game engine, used to allow for in-game real-time tessellation for all the character in Messiah. The goal was to create the most realistic looking characters in-game when computers where much slower than they are now.
• Designed modeled and textured nearly all 50 high rez characters for Messiah
• Story boarded and wrote some cinematic scenes and made Promotional Art From December 1997 to June 2000 (2 years 7 months) Environment / Character Artist @ Hired with no 3d art skills at all, learned and developed techniques for making digital art for games.
• Created levels for Terminus (unreleased title)
• Created characters models From 1995 to 1998 (3 years)
San Francisco Art Institute From 1991 to 1992 Santa Barbara City College From 1989 to 1991 Darran Hurlbut is skilled in: Texturing, Video Games, Photoshop, Concept Design, Art, Game Development, Drawing, Storyboarding, 3D Studio Max, Illustration, 3D Modeling, Illustrator, Digital Painting, Graphics, Modeling
Websites:
http://darranart.blogspot.com/,
http://darranart.com/