Daniel Salsberg
DSalsberg at gmail dot com
Jamaica Plain, Massachusetts
Phone: (617) 791-3267
Objective
To continue to improve as an artist in a team-based, co-operative, and creative environment. To create original, high-quality art for video games.
Software
- 3D Studio Max
- Maya
- Adobe Photoshop
- ZBrush
- CrazyBump/XNormal
- Gamebryo Engine
- Perforce/Alienbrain
Professional Experience
Rockstar New England, Andover, MA
Staff Artist (April '08 - Jun '09)
Red Dead Redemption, Xbox 360/PS3 (Unreleased)
Environment/Structure Artist
- Created Models and Textures for Structures and Environments
- Set decking for numerous structures
- Completed optimization and bug fixing passes on large areas
- Worked with another Rockstar Studio to match their Concepts and Art Direction
- Coordinated communication between our studio and other Rockstar Studios
Max Payne 3, Xbox 360/PS3 (Unreleased)
Prop/Environment Artist
- Created Models and Textures for Props and Environments
- Created High Poly Models for Normal Map and Ambient Occlusion Bakes
- Established Art Pipelines for Prop creation
- Worked with another Rockstar Studio to match their Concepts and Art Direction
- Coordinated communication between our studio and other Rockstar Studios
Mad Doc Software, Andover, MA
Staff Artist (January '06 - April '08)
Bully: Scholarship Edition, XBox 360
Staff Artist/Level Artist
- Increased the texture resolution on hundreds of textures, creating normal and specular maps
- Worked with outsourcers, giving feedback on thousands of texture up-rez’s to match PS2
- Increased polygons and improved models in dozens of indoor and outdoor scenes
- Exported and tested in game numerous scenes, objects and props
- Provided bug fixing and testing through Microsoft Certification
Empire Earth III, PC
Building Artist
- Constructed building models from concept artist provided style sheets using 3d Studio Max
- Mapped UV coordinates for created buildings
- Created textures and normal maps for buildings using 3DSMax, Photoshop, and ZBrush
- Rigged and animated buildings for idle, production, door, destruction and death animations
- Exported finished product and ensured functionality in game
- Coordinated with lead artist and other environment artists to maintain a consistent style
- Completed a final pass on all buildings to bring together period and regional style
Education
Center for Digital Imaging Arts at Boston University, Waltham, MA
Certification in 3D Animation - August 2006
Brandeis University, Waltham, MA
Bachelor of Arts - Philosophy, May 2004
References Available Upon Request



