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What are you working on?

What stage of the dev cycle are you in? I've worked with enough studios to know what you're dealing with. Let me try a cold read.

I'm the experienced senior who's already seen your exact situation.
You delegate, and I deliver great work on schedule along with pipeline docs your whole team can use.

Shipped Games I contributed to:


Playstation 5 Playstation 4 Xbox Series Xbox One Steam Nintendo Switch

The indie arena challenged me to cultivate a very deep versatility and self-reliance. It made me build a wide palette of skills, from sketching ideas to modeling/ texturing/ shading, to packing assets in-engine.
There was no stage where I couldn't contribute.

If I can imagine it, I can take it to engine in a competent fashion, simple as that.
It's a very liberating and powerful place to be, not to mention anti-fragile with the quick tech changes nowadays.

Here's what you're getting:

A seasoned game artist who can operate as a senior across
multiple disciplines AND understands how they all connect.

My objective is to bring creativity, rich ideas, bold visuals and intellectual capital that bolster your company.
The high-octane senior-level game development chops and meticulous 2D/ 3D work is the bonus.

Hello, I'm Daniel, and I'm a Technical Art Director.

Before going digital I drew, painted, etched, engraved, press-printed, modeled, sculpted, cast plaster, set mosaic, developed photos. Explored media from the most natural to the most technical.

Then in 2006 I tried a 3D program. I didn't understand it at all.
Took a break. Kept trying. 2010, I got paid to work on games.
Full disclosure: I loved it. Still do. What do I do for a living?

I make & I manage game art. 15 Years and counting.

I'm all about capturing rich and creative ideas with solid craftsmanship and execution.

I love to work on creative projects that need fresh ideas as much as they need good art.

Hot take: game graphics don't matter.

Scandalous, right?

Disclaimer: I geek out about billion-polygon meshes and 16k textures and 64x Temporal Antialiasing and HDR Bloom as much as the next person, but I'm afraid memorable games need a little bit more than that to look visually gripping.
It's that stuff that the engine can't provide... bit of style, flavor... and with the risk of sounding pretentious... art.

Art requires taste, craftsmanship, personality and guts.

Think of the titles that we fondly remember, or even the top selling games of all time.
What do they have in common? Nope, not high fidelity graphics. They have style.

Graphics impress, but art moves.

We've seen enough demo-vs-retail debacles to know that chasing fidelity alone is a risky (and often losing) game.

Untold hours sunk into meticulous details that get cut out, compressed into nothing or washed away by a Motion Blur.

Way too much effort invested into something that will look dated by next year's tech. Graphics age like milk, art ages like wine.

But why does stuff merely "looking fantastic" not seem to hold attention any more?

I'll venture to say it's because sheer tech firepower can't replace a cultivated and decisive human touch.
At the end of the day it's people we're making games for, and real recognize real, right?
If that rings true for you, then you're in the right place.

What do you value?

Select the traits that matter to you

I work as a contractor

Employees are loyal and embedded. Freelancers are efficient.
Contractors bring the best of both worlds, without HR headaches.

Pricing

I don't do "Quotes" since I can't prescribe without diagnosing. Each project comes with its own complexity.
For peace of mind and mutual respect, I practice Fixed Pricing- no unexpected charges, no haggling, no bull.

"I make my living on repeat business. When you need what I'm offering, you know where to find me."

-Lawson, Better Call Saul

How I handle remote work 🛰

I can easily integrate with whatever you're using.
No framework yet? Here's the one I use privately:

Living in Romania also gives me an cool perk: blazing fast internet.

Speaking of tools! -

Current toolbox 🛠

I've deliberately picked the cream of the crop in terms of what's on the market today.
I love finding and learning new software and I'm very intentional with what I use.

I frequently re-evaluate my tools and try not to succumb to the Sunk Cost Fallacy.

I've been using computers since I was 8, so learning to use new programs is not a factor for me.

Software comes and goes. nDo, Xnormal, Crazybump, hell, even Blender before it was cool.

I care more about what it can do and how I can put it to good use than prestige and what's trendy.

I'm really into early-adopting stuff, I get a kick from learning and playing around in crude interfaces.

How I handle projects


If you're just starting out and you haven't had contractors in, here's how I work:

I proactively make the effort to integrate both in your work groove and your team's culture.

If you have a workflow, I integrate into it from day one. If you don't, I'll bring one.

FAQ

High-stakes, high-trust work with studios that take their game seriously is what I'm built for.