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Dan John Cox
Dan John Cox
Artist / Producer / Designer at Capybara Games
Toronto, Canada

Dan John Cox has been a games artist and educator for 10 years has worked at studios such as Ubisoft and Capybara games. He's also been a speaker at events such as GDC, Game Connection Paris, Konsoll Norway, Creativa, GamerCamp and more. He also currently does tutorials for Plualsight.com

Resume PDF

Skills

Concept ArtCharacter ModelingCreature ModelingEnvironment ModelingHard Surface ModelingLow-poly ModelingProp ModelingGame DesignGame DevelopmentCreature DesignWeapon Modeling

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Unity
Unity
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Photoshop
Photoshop
DDO
DDO

Productions

  • 2495371 islandentrance
    • Video Game
      Below
    • Year
      2017
    • Role
      Lead Artist, Designer, Producer
    • Company
      Capybara Games
  • Screen shot 2017 06 12 at 22.00.02 747x309
    • Video Game
      Starlink
    • Year
      2018
    • Role
      Lead Environment Artist / Co Creator
    • Company
      Ubisoft
  • Tom clancy's splinter cell blacklist box art
    • Video Game
      Splinter Cell Blacklist
    • Year
      2014
    • Role
      Senior Environment Artist
    • Company
      Ubisoft
  • Citizensofearth
    • Video Game
      Citizens of Earth
    • Year
      2015
    • Role
      Animator
    • Company
      Eden Industries
  • Flips twisted world box cover
    • Video Game
      Flip's Twisted World
    • Year
      2012
    • Role
      Artist
    • Company
      Frozen North Productions

Experience

  • Lead Artist, Producer, and Designer at Capybara Games
    Toronto, Canada
    February 2014 - Present

    - Building out procedural elements for the game world

    - Creating and managing the entire team's tasks and schedule

    - Planning, scheduling and implementing large game design elements

    - Working with programmers to modify the initially slow and difficult 3D workflow for creating game content to make it more streamlined

    - Teaching 3D to the art team

  • Environment Modelling and Texturing Professor at Seneca College
    Toronto, Canada
    September 2008 - August 2016

    - Independently developing the Environment Modelling, Texturing, and Portfolio Creation class curriculums from the ground up

    - Working with industry experts to discuss the quality of the program’s I build and ensuring they keep with the rapidly changing industry standards

    - Assisting students in finding work and matching studios up with students

    - Organizing artists in the industry to do talks and panels for the school

  • Lead Environment Artist at Ubisoft Toronto
    Toronto, Canada
    July 2011 - February 2014

    - Co-creating Starlink: Battle of Atlas, acting as a lead, developing our visual tone with assistance from the art director, training junior artists, and exploring future content creation pipelines while delivering content for our milestones

    - Modelling on Splinter Cell Blacklist as a Senior Team Member

    - Taking a level from Greyblock to Final art polish and bug fixing

    - Modelling and texturing props and structures

    - Working independently I took one section of our level and acted as Level Artist and Designer to revamp a troubled area into one of our key set piece scenes

  • Senior Environment Artist at Bedlam Games
    Toronto, Canada
    February 2011 - July 2011

    - Leading the environment team on GammaWorld: Alpha Mutations

    - Building out the in game look and feel for the the world

    - Directing environment design in each level ensuring each area can tell a unique story

    - Creating props, modular level art, complex materials, textures

    - Creating complex materials to increase the speed of asset creation in our pipeline

    - Verifying art quality

    - Mentoring and managing Junior Artists

  • Concept Artist & Environment Modeler at Frozen North Productions
    Toronto, Canada
    August 2008 - February 2011

    - Producing illustrations, colour swatches and detailed asset concepts for game worlds for use in outsourcing

    - Developing the look and feel for the six different worlds in Flip’s Twisted World

    - Modelling and Texturing environmental assets, set pieces, and character models

    - Creating game pitches and art for publisher meetings

  • 3D Artist at Pseudo Interactive
    Toronto, Canada
    August 2007 - February 2008

    - Modeling and texturing tasks for; vehicles, props, characters, and environments

    - Quickly learning and building high level shaders for unannounced Xbox360/PS3 game

    - Creating concept art for a variety of vehicles and weapons

    - Often being placed in many different positions and adapting quickly to each one