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David Dawson
David Dawson
Art Lead
Monroe, United States

Summary

SENIOR ARTIST GENERALIST
Senior Hard Surface Artist with 10+ years of gaming industry experience, specializing in creating high-quality 3D vehicle, architectural, and sci-fi assets. Expertise in hard surface modeling, texture creation, and material workflows, paired with a strong portfolio of assets that meet both aesthetic and gameplay requirements. Proven ability to collaborate across disciplines and deliver engaging, technically sound designs.

Skills

3D Animation3D Modeling3D Printing3D VisualizationHard Surface ModelingTexturing3DS MaxVFXUnityPBR TexturingGame ArtTexture BakingUnreal EngineSubstance PainterPerforceMixed RealityInstructional DesignProductionArt DesignPBR WorkflowsComputer GamesArt PipelinesOperational StrategyStakeholder Engement

Software proficiency

3ds Max
3ds Max
After Effects
After Effects
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
3DCoat
3DCoat
Premiere
Premiere

Productions

    • Video Game
      Lord of the Rings War in the North
    • Year
      2011
    • Role
      World Artist - Tech Artist
    • Company
      Warner Bros Games
    • Video Game
      Pathfinder Online
    • Year
      2012
    • Role
      Senior Artist
    • Company
      Goblin Works

Experience

  • Senior Artist Generalist at Microsoft
    Redmond, US
    February 2017 - July 2025

    Partnered directly with customers to create projects for Unreal Engine, Unity, and hardware devices, ensuring efficient asset pipelines

    and clear cross-discipline communication.

    • Enhanced 3D modeling, hard surface asset creation, texture, and material workflows using AI tools, which improved art pipelines and project delivery.

    • Successfully delivered projects for HoloLens, VR, AR, Digital Twins, and training simulations, contributing to innovative visual

    solutions and high client satisfaction.

    • Supported storyboarding, animations, and game development projects, maintaining alignment with creative visions and technical

    requirements.

  • Art Lead at Microsoft
    Seattle
    February 2017 - January 2020

    Art Lead Redmond, WA

    Oversaw all art aspects of projects, from developing asset pipelines to mentoring artists, with a focus on high-quality hard surface

    modeling and texture creation.

    • Directed the creative team in modeling and texturing various assets, including elements suitable for sci-fi design, which enhanced

    project quality and client satisfaction.

    • Utilized Unity and Unreal Engine to develop immersive experiences, ensuring art assets met both aesthetic and technical gameplay

  • 3D Generalist at Aquent - Microsoft
    Redmond
    June 2015 - February 2016

    Oversaw art aspects of projects, from creating pipelines to mentoring artists.

    : Brought project visions to life, modeling and texturing various assets, and guiding the creative team.

    • Utilized the Unity Engine to enhance project development and streamline the art pipeline, contributing to the successful completion of projects

    • Creating HoloLens experiences for clients.

    • 3D Modeling, Concepting, Interface concepting, Animation

    • Creating FX for use in the Unity game engine

    • Collaborating with team members to discover new technology to enhance client experiences.

  • 3D Generalist at Unity
    Bellevue
    August 2015 - March 2016

    3D Artist, Contractor Bellevue, WA

    Brought onto a new team to figure out workflow standards for creating a high-end Virtual Reality experience.

    • Designed and implemented 3D environments, props, VFX, and character textures, enhancing the visual quality of the project

    • Focused on 3D modeling and texture work in Substance Painter, improving the realism and detail of virtual assets

    • Developed tutorials for Unity to teach new users the basics of the engine, facilitating smoother onboarding and skill development

    • Assist in developing work flow standards for more efficient techniques for VR.

    • Train new, existing team members on software packages.

    • Assist tools development by working closely with programmers on the Unity Engine.

  • Senior Artist Generalist at Goblin Works
    Redmond, US
    August 2012 - May 2015

    Senior Environment Artist | Game Artist Redmond

    Assisted this startup MMO game company that was funded on Kickstarter.

    • Created diverse world assets, props, vehicles, architecture, plant life, terrain, modular buildings, harvesting nodes, and other points of interest, enhancing the game's visual appeal and player immersion

    • Established workflow standards with the art pipelines, improving efficiency and consistency in asset production

    • Assisted in the development of tools that supported the creative processes, streamlining the creation of game assets and enhancing team productivity

  • World Artist - Tech Artist at Warner Bros Games
    Kirkland, United States of America
    March 2007 - November 2011

    • Create world assets; props, vehicles, architecture, plant life.

    • Created breakables and scripted props for in game and cinematic events.

    • Animation - Baked physics animations for destruction for both in game and cinematic's

    • Work with all departments to develop new tech approaches for environments.

    • Trained new, existing team members on software packages and procedures.

    • Technical Artist duties using new software tools with exist game engine.

    • Assist in developing work flow standards for more efficient techniques.

    • Assisted with Interface design and implementation.

    • Assisted tools development by working closely with programmers.

    • Experience using in-house level editor tool set.

    • Created interactive tutorials to train studio to new game engine. Also conducted one on one and class room training.

  • World Artist at SnowBlind Studios
    Kirkland, United States of America
    March 2007 - June 2008

    • Create world assets; props, vehicles, architecture, plant life, terrain.

    • Create breakables and scripted event props.

    • Assist in developing work flow standards for more efficient techniques.

    • Train new, existing team members on software packages.