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Daniel Greenfield
Daniel Greenfield
Senior 3D Artist, actively seeking new oppurtunities
Florida, United States

Summary

Senior Environment & Weapons Artist with 20+ years of professional game development experience, including 10+ years in senior and lead roles. Expert in environment art, hero weapons, hard-surface assets, and Unreal Engine workflows, with extensive experience in large-scale world building, VR, and AAA production. Demonstrated ability to own end-to-end asset creation from blockout and early concept through final polish and in-engine implementation; while mentoring artists, collaborating across disciplines, and ensuring visual, technical, and gameplay requirements are met.

Specialized in environment spaces, hero and enemy weapons, and performance-critical systems, including realistic and stylized firearms, sci-fi weapons, explosives, and interactive props. Recognized for balancing visual fidelity with performance, defining quality bars and technical standards, and guiding both internal teams and outsourced partners to deliver assets that consistently meet AAA and VR production expectations.

https://www.linkedin.com/in/drawnwithlead/

Skills

PrototypeConcept ArtEnvironment DesignWeapon Design3D ModelingEnvironment ModelingWeapon ModelingHard Surface ModelingDigital SculptingTexturingRealistic TexturingStylized TexturingOutsource ManagementImplementation

Software proficiency

Maya
Maya
Blender
Blender
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
xNormal
xNormal
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Trello
Trello

Productions

    • Video Game
      Marvel's Deadpool VR
    • Year
      2025
    • Role
      Senior Artist/Lead Weapons Artist
    • Company
      Meta (Twisted Pixel Games)
    • Video Game
      Path of the Warrior
    • Year
      2019
    • Role
      Senior Environment Artist
    • Company
      Twisted Pixel Games
    • Video Game
      Defector
    • Year
      2019
    • Role
      3D Environment Artist
    • Company
      Twisted Pixel Games
    • Video Game
      Star Wars: The Old Republic
    • Year
      2018
    • Role
      3D Weapons Artist
    • Company
      BioWare
    • Video Game
      Hot Wheels: World's Best Driver
    • Year
      2013
    • Role
      3D Game Artist
    • Company
      Firebrand Games
    • Video Game
      Solar Flux
    • Year
      2013
    • Role
      Lead Artist
    • Company
      Firebrand Games
    • Video Game
      Nascar Unleashed
    • Year
      2011
    • Role
      3D Artist
    • Company
      Firebrand Games
    • Video Game
      Cars 2 (DS, 3DS)
    • Year
      2011
    • Role
      Senior Artist
    • Company
      Firebrand Games
    • Video Game
      Hot Wheels: Track Attack (DS, Wii)
    • Year
      2010
    • Role
      3D Artist
    • Company
      Firebrand Games
    • Video Game
      Spongebob's Boating Bash
    • Year
      2010
    • Role
      UI Artist
    • Company
      Firebrand Games
    • Video Game
      DiRT 2
    • Year
      2009
    • Role
      UI Artist
    • Company
      Firebrand Games
    • Video Game
      Need for Speed: Nitro-X
    • Year
      2009
    • Role
      UI & 3D Artist
    • Company
      Firebrand Games
    • Video Game
      Need for Speed: Nitro
    • Year
      2009
    • Role
      UI, Concept & 3D Artist
    • Company
      Firebrand Games

Experience

  • Lead Weapons & Senior Artist at Meta (Twisted Pixel Games)
    US
    December 2021 - March 2026

    • Primary owner of hero weapons & critical explosive props from proxy to final Unreal Engine integration

    • Authored animation ready weapon assets with clean pivots, sockets, LODS, and materials

    • Defined visual & technical benchmarks, quality bars, and finishing standards for weapons & props

    • Balanced visual fidelity with performance, memory, and frame-rate constraints to maintain detail

    • Directed internal teams & outsource partners with clear briefs, visual targets, and technical guidelines

    💻 Maya, Zbrush, Photoshop, Substance Painter, Unreal Engine, Perforce

  • Senior Environment Artist at Twisted Pixel Games
    US
    November 2018 - December 2021

    • Led creation of weapons, props, and environment assets from proxy to final Unreal Engine integration

    • Prioritized clean low poly topology, crisp high poly modeling details, and clean UVS

    • Created PBR materials with wear, edge breakup, and roughness variation to control micro details

    • Maintained ~90% first-pass approval rating, reducing revision cycles and production risk

    • Implemented assets in Unreal Engine with defined LODs to maintain visual and technical performance

    💻 Maya, Zbrush, Photoshop, Xnormal, Substance Painter, Unreal Engine, Perforce

  • Weapon & Vehicle Artist at BioWare
    US
    June 2018 - November 2018

    • Owned hero weapons & vehicle creation from concept development through final in-game delivery

    • Defined weapon silhouettes and materials to meet visual canon, gameplay, and technical requirements

    • Built believable metal wear, edge breakup, dirt, and roughness variation through texture and materials

    • Prepared weapons & vehicles for animation and gameplay by setting pivots, sockets, and components

    • Implemented weapons & vehicles to meet strict technical, memory, and performance constraints

    💻 3DS Max, Photoshop, Perforce

  • 3D Game Art Instructor at The Digital Animation & Visual Effects School
    US
    November 2014 - June 2018

    • Developed & taught real-time 3D asset creation curricula aligned with industry standard pipeline

    • Taught modular asset creation, strategic planning, and implementation of tiling texture workflows

    • Trained students in clean topology, emphasizing performance budgets, and production hygiene

    • Maintained top instructor review scores (4.5/5) through mentorship, clear feedback, and instruction

    • Fostered production focused learning environment emphasizing technical execution & visual quality

    💻 Maya, Modo, Max, Zbrush, Mudbox, Photoshop, Substance Painter, Marmoset, Unreal Engine, Unity

  • Weapons & Environment Artist at Cole Engineering Services
    US
    April 2013 - August 2014

    • Owned end-to-end creation & implementation of all weapons & props from block out to final delivery

    • Developed storytelling edgewear, dirt, and roughness variation through texture and material creation

    • Optimized models, UVs, and textures for real time performance, maintaining visual fidelity and realism

    • Collaborated with engineers and SMEs to ensure weapons met realism, usability, and technical needs

    • Created best practices documentation including naming, asset finishing, and technical requirements

  • 3D Artist at University of Central Florida
    US
    January 2013 - April 2013

    • Created high-quality 3D weapons, props, and environments from proxy to final in-game delivery

    • Improved weapon asset workflows to increase visual quality and reduce creation and iteration time

    • Delivered realistic asset wear, roughness variation and damage details in textures and materials

    • Collaborated with production teams to align asset creation project goals and technical restraints

    • Maintained organized asset workflows using source control and cross-disciplinary team pipelines

  • 3D Game Artist at Firebrand Games
    US
    October 2008 - January 2013

    • Created 3D models with clean topology, efficient UV layouts, and detail within engine limits

    • Built repeatable asset workflows that improved consistency while maintaining storytelling in textures

    • Served as a visual lead across multiple projects, establishing art direction and pipelines

    • Delivered full-pipeline implementation of characters, weapons, props, and environments

    • Created pitch decks to establish art direction for new games, driving new client acquisition

    💻 Maya, Photoshop, Nitro Character, Perforce, Mudbox, Adobe Premiere

  • Lead Studio Artist at Full Sail University
    US
    November 2015 - February 2008

    • Implemented industry standard art pipelines to improve project quality and production consistency

    • Emphasized asset performance considerations in clean topology, UVs, and material setup

    • Created reusable tutorial libraries that increased student project completion rates by 20%

    • Mentored artists through complete real-time production pipelines and best practices

    • Collaborated with faculty to align curriculum with professional AAA studio expectations