Darren Bacon
Art Director (Game Dev) / Concept Artist
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.
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.
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.
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.
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.
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.
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:
- ComptTIA Project+ - Project Management (2015)
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