Gallery
About:
Concept Art veteran and Art Director with over a decade of experience in game development leadership, managing art teams and creating results for real-time rendering applications, including Unreal Engine 5. Proven ability to lead multidisciplinary teams in creating cutting-edge digital experiences by blending artistic excellence with technical expertise.
Shipped Games:
Title | Platform | Year | Credit | Company |
---|---|---|---|---|
Halo Infinite - Multiplayer | Xbox Series / Windows | 2021 | Associate Art Director | 343 Industries / Microsoft |
Halo Infinite - Campaign | Xbox Series / Windows | 2021 | Associate Art Director | 343 Industries / Microsoft |
Halo: Fireteam Raven | Arcade | 2018 | Special Thanks | 343 Industries / Microsoft |
Halo 5: Forge | Windows | 2016 | Concept Art Lead | 343 Industries / Microsoft |
Halo 5: Guardians | Xbox One | 2015 | Concept Art Lead | 343 Industries / Microsoft |
Destiny | Xbox One | 2015 | Senior Concept Artist | Bungie |
Command & Conquer: Red Alert 3 | Windows | 2008 | Concept Artist | Electronic Arts |
Command & Conquer: Kane's Wrath | Windows | 2008 | Concept Artist | Electronic Arts |
Close Quarters Conflict | Windows | 2006 | Artist | Zombie Studios |
Book Publications:
Title | Publication | Date | Credit |
---|---|---|---|
The Art of STAR WARS GALAXY'S EDGE | Abrams Books | 2021 | Contributing Artist |
The Art of Halo Infinite | 343 Industries | 2021 | Featured Artist |
Nuthin’ But Mech 4 | Design Studio Press | 2018 | Contributing Artist |
Halo Warfleet | 343 Industries | 2017 | Contributing Artist / Special Thanks |
Halo Mythos: A Guide to the Story of Halo | 343 Industries | 2016 | Contributing Artist / Special Thanks |
Robota | Dover Publications Inc. | 2016 | Contributing Artist |
Nuthin’ But Mech 3 | Design Studio Press | 2015 | Contributing Artist |
The Art of Halo 5: Guardians | Insight Editions | 2015 | Contributing Artist / Interviewee |
The Art of Destiny | Insight Editions | 2014 | Contributing Artist |
Blast: Spaceship Sketches and Renderings | Design Studio Press | 2012 | Guest Artist |
The Art of Disney’s A Christmas Carol | Disney Editions | 2009 | Contributing Artist |
In the Future… | Design Studio Press | 2006 | Co-Author |
Magazine / Online Publications:
Title | Publication | Date | Source |
---|---|---|---|
Interview: Darren Bacon | ImagineFX Magazine | January 2019 | Pages 34-41 |
Tilting Reality | ImagineFX Magazine | August 12, 2016 | Featured Artist |
The Best Video Game Concept Art of 2015 | Kotaku | January, 2016 | Featured Artist |
This ‘Halo 5’ Concept Art is Downright Gorgeous | Business Insider | November, 2015 | Featured Artist |
It's Late. Let This Computer Buy You A Drink. | Kotaku | January, 2016 | Featured Artist |
Experience:
Built and led a high-performing team of artists, technical artists, and external co-developers, driving strategic initiatives that resulted in the successful delivery of seven pre-alpha game releases.
- Spearheaded the art production for DEADROP, guiding the project from initial concept through multiple pre-alpha launches utilizing Unreal Engine 5.
- Managed and mentored a multidisciplinary team of 3D artists, concept artists, and technical artists, fostering a culture of creativity, collaboration, and growth.
- Partnered closely with product managers, designers, and engineers to align artistic vision with strategic goals, ensuring a cohesive and impactful game development process.
Directed the artistic vision for a team of ~400 video game artists, driving the creative direction of a $5B franchise while ensuring a unified and high-quality visual identity across multiple projects.
- Led the art development and launch of Halo Infinite, leveraging the proprietary Slipspace Engine to push the boundaries of real-time rendering.
- Defined and aligned art direction across branding, marketing, and game development, ensuring a cohesive visual strategy that supported both product and marketing goals.
- Spearheaded the visual development of Halo Infinite, maintaining artistic consistency and quality across the program’s multiple initiatives.
- Provided art direction support for key teams, including Shooter Live, Multiplayer, Sandbox, UI, FX, and Character teams, driving excellence in visual execution.
- Oversaw consumer products strategy, guiding the development, critique, and approval of franchise materials and merchandise, including Mattel’s Mega Bloks, BoomCo., McFarlane collectibles, apparel, and publishing projects, ensuring brand integrity and quality.
Shipped titles:
- HALO Infintie (2021)
- HALO: Fireteam Raven, Special Thanks (2018)
Led the concept art team, driving project development, elevating artistic quality, and fostering team growth through strategic leadership and mentorship.
- Directed the creation of high-quality concept art for Halo 5: Guardians, Halo Wars 2, and Halo Infinite, ensuring visual consistency and alignment with the franchise’s artistic vision.
- Mentored and developed junior artists, providing guidance and feedback to elevate their skills and contributions to the team.
- Collaborated with cross-functional teams, including design, engineering, and production, to ensure seamless integration of concept art into the game development pipeline.
- Contributed to the development of the Halo franchise’s visual style, pushing the boundaries of creativity and innovation in concept art.
Shipped titles:
- HALO 5: Guardians (2015)
- HALO 5: Forge (2015)
ILM Concept Artist / Illustrator, workign on various Star Wars projects.
Shipped title:
- Star Wars: Galaxy's Edge (2019)
Created concept art for Destiny, contributing to the visual development and world-building of the game’s characters, environments, and props.
- Collaborated with the art director and other team members to establish the visual style and direction for Destiny.
- Produced detailed concept art and illustrations that guided the 3D modeling and texturing teams in creating in-game assets.
- Participated in brainstorming sessions and provided creative input to help shape the game’s visual identity.
- Mentored junior artists, providing feedback and guidance to help them grow and improve their skills.
Shipped title:
- Destiny (2014)
Created artwork in the established style defined by the Production Designer, used as background paintings and concept art to drive asset creation.
Shipped title:
- TRON: UPRISING (2012)
Worked closely with Academy Award winning Production Designer Doug Chiang to create concept art in collaboration with Art Directors, CG and Physical modeling departments.
Shipped titles:
- Mars Needs Moms! (2011)
- Disney's a Christmas Carol (2009)
Developed concept art for various EA titles, including Command & Conquer: Red Alert 3 and Command & Conquer: Kane’s Wrath.
- Created concept art for characters, environments, and props, contributing to the visual development of the games.
- Collaborated with the art director and other team members to ensure visual consistency and alignment with the game’s artistic vision.
- Produced detailed concept art and illustrations that guided the 3D modeling and texturing teams in creating in-game assets.
- Provided creative input to help shape the game’s visual identity.
Shipped titles:
- Command & Conquer: Red Alert 3 (2008)
- Command & Conquer: Kane’s Wrath (2008)
Created concept art and illustrations for various projects, contributing to the visual development of the games.
Shipped title:
- Close Quarters Conflict (2006)
Certification:
- Project Management: CompTIA Project+
Training:
- Managing at Microsoft I
- Managing at Microsoft II: Deliver Results Through Teams
- Organizational Behavior and Leadership