Darren Bacon

Art Director (Game Dev) / Concept Artist

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:

Midnight Society - Art Director (2022-2025)

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.
Microsoft (Halo) – Art Director (Multiplayer/Live Team) / Associate Art Director (2019-2022)

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.
Microsoft (Halo) – Lead Concept Artist (2014-2019)

Led the concept art team, driving project development, elevating artistic quality, and fostering team growth through strategic leadership and mentorship.

  • Career Manager overseeing the full talent lifecycle, including sourcing, interviewing, hiring, career development, and performance reviews to build and retain top-tier talent.
  • Mentored and guided a team of elite artists, fostering professional development while upholding exceptional creative standards.
  • Optimized workflows and task distribution, providing clear artistic direction, feedback, and performance evaluations to enhance quality and efficiency.
  • Defined and refined the artistic vision for multiple projects, collaborating closely with creative, technical, and production leads to maintain a consistent and high-quality visual standard.
  • Ensured excellence across all art disciplines, including character design, environment art, VFX, UI, lighting, and rendering, ensuring alignment with project goals, game design and technical constraints.
Bungie – Senior Concept Artist (2011-2014)

Played a key role in defining the artistic vision and world-building for Bungie and Activision’s groundbreaking sci-fi universe, Destiny.

  • Developed iconic environments, weapons, vehicles and characters that shaped the game’s distinct aesthetic and lore.
  • Collaborated with design and narrative teams to create immersive concept art that informed world-building and gameplay direction.
Disney (Walt Disney Television Animation) – Background Layout & Paint (2010-2011)

Background Painter and Concept Artist, contributing to award-winning visual storytelling under Annie Award-winning Production Designer Alberto Mielgo.

  • Crafted highly stylized backgrounds and concept art that shaped the distinctive aesthetic of TRON: Uprising.
  • Collaborated closely with the art and production teams to develop immersive environments that enhanced the show’s cinematic quality.
Disney (ImageMovers Digital) – Concept Artist (2008-2010)

Concept Artist, contributing to the visual development of multiple film projects under Academy Award-winning Production Designer Doug Chiang.

  • Designed key vehicles, environments, characters, and props, helping to shape the artistic direction and storytelling of Disney feature films.
  • Collaborated with production teams to develop cinematic visuals that enhanced narrative and world-building.
Electronic Arts – Concept Artist (2007-2008)

Concept Artist, collaborating closely with the Art Director, Designers, and Production teams to develop compelling visual designs for the Command & Conquer franchise.

  • Created environment, character, and asset concepts that helped define the game’s distinctive sci-fi and military aesthetic.
  • Partnered with key stakeholders to ensure artistic consistency and alignment with gameplay and narrative goals.
Zombie Studios – Concept Artist (2006)

Contributed to the development of Close Quarters Conflict (2006) as a Concept Artist.

Training:

  • Managing at Microsoft I (2014)
  • Managing at Microsoft II: Deliver Results Through Teams (2014)
  • Organizational Behavior and Leadership (2015)

Certification:

Education:

Art Center College of Design - Entertainment Design

Art Institute of Seattle - Associates of Applied Arts in Industrial Design Technology

© Darren Bacon | darren@darrenbacon.com | 2025