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Dario
D.
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Workstation Pic
________________________________________________
Summary of what I specialize in:
3d Modeling, Mapping, Animation, Unwrapping/Skinning,
Sound Design, Concept Art (and matte painting), and Architectural and Fashion
Concepts. Also fluent in Photography, Cinematography, Video Editing, Game Design, and
Writing (books, articles, screenplays, scripts), having written a
250,000 word novel (Harry Potter size), and close to 2 million words
total in all written material (currently working on a second novel). On the side, I design software interfaces (whether as concepts or skins), study psychology
Work History: I don't actually "work" (I'm a freelance projectician, "working" from home) but was offered an all-in-one artist position at Psyonix (a small developer that contributed to Gears of War, Unreal Tournament 3, and Unreal Tournament 2004) for an
Xbox Live Arcade game.
Some years back, I was going to make video tutorials on Adobe Audition (sound design program) for the website of Layers Magazine (Adobe stuff), but declined after my trial video was accepted, soI could focus on my projects. I needed some spare change to pay for project gear, but decided to do without.
Email:
dario@deefrag.com
(pretty-please no "just to chat" emails. Wayyy
too busy.)
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Commence ridiculous,
super cocky-sounding resume-language!
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Writing
 ________________________________________________
Technical Experience |
Wrote a 250,000 word novel, and presently working on a second.
Have written nearly 2-million words total in my career, including:
novels, film screenplays & scripts (not feature-length), game design documents (which
are game
screenplays), software
design documentation,
short stories, poems, and in-game mission lore.
Said Experience |
Extremely
comfortable writing
anything you can read... minus text-books, license agreements, and
corporate press releases [vomits]. Anything half-interesting that you
can read.
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Photography


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My Flickr Photos ________________________________________________
Technical Experience |
Full understanding of photography, composition, lens optics,
wireless flash
systems, soft-boxes, lighting, contrast, and yes, Photoshop. I shoot people (whether
portraits or freestyle), landscapes, night-shooting, animals,
urban, and frequently use a green-screen to blend photography with
computer graphics. [example:
a composite (blend) of 4 photos, plus tons of Photoshop painting and
effects]
Said Experience |
If photography were a trampoline,
I'd be jumping on it. ...or something.
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3d Studio Max 3, 4, 7, 8, 9, 2008, 2009, 2010,
2011
 ________________________________________________
Technical Experience |
Modeling, Unwrapping / Skinning, Rendering
Said Experience | Extremely
comfortable with all versions of 3dsMax, capable of learning the
most complex methods and tools in 1-2 days, and heavily
accustomed to content creation blended with other apps. I don't do
character animation.
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Adobe Photoshop 4, 5, 6, 7, CS, CS2, CS3,
CS4, CS5
 ________________________________________________
Technical Experience | Deep
knowledge of PS, years of experience in all fields,
and daily use for every topic imaginable.
Said Experience |
Photoshop is affectionately my dog. :)
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Adobe Audition & General Sound Design
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Gunreal Sound Demo MP3
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Thief
Sound Demo MP3
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The Dark Sketch
(12-minute film) ________________________________________________
Technical Experience |
Pretty good knowledge of Adobe Audition (I don't follow most
advanced audio terminology), creating all
areas of sound
for games and film. I was going to create sound design
video tutorials for the website of "Layers" Magazine (Adobe
stuff),
but declined (to focus on my work).
Said Experience |
Passionate about sound design, constructing all manner of
sounds (including ambient music) by reworking, mixing, very heavy
general manipulation, and even compositing select frequencies of
multiple sounds to create entirely new ones, at film-quality, often with
little or no resemblance to the original source audio.
Sound Design Philosophy
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Could write a book on the philosophy of sound design,
covering the theory of artistic sound design, how (and why) to create a
powerful atmosphere, defining and sticking to styles, working
with stock audio, and making it all take over the audience's
imagination (which brings the overall presentation to levels unachievable by
high quality sound effects alone). |
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Adobe Premiere & General Video Production

________________________________________________
Technical Experience |
Good knowledge of nearly all aspects of Premiere. Created a
12-minute independent film, controlling 100% of technical process,
using Premiere to do just about everything it does.
Said
Experience |
Good understanding of Premiere, and very knowledgeable about the entire process of film-making, from
acting to directing, writing, and making a message more powerful by
way of choosy editing.
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Hammer
(Half-Life 2)

 ________________________________________________
Experience
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Solid experience with
all
aspects of Hammer, and author of DM_Plaza17 (a large, 5-star
voted DM and TDM map, constructed in 10 days (plus a lengthy cleanup
period))
Said Experience |
Learning Hammer while building Plaza17 was a christening ordeal that
has left me extremely comfortable with Hammer, and began my fruitful
journey into the Source engine. I can make maps in an relatively short time
now, without the additional
cleanup of optimization, as my knowledge of the engine,
and theory of Source mapping has reached "the comfort
zone".
Author of DM_Plaza17
- Voted 5 stars on
FilePlanet (both versions; beta and final. Both posted on
Fileplanet's Half-Life
2 front page) - Voted 9.7/10 on FileFront
- Voted 5 stars in all categories on Map Factory (gameplay, design,
originality, ambience, framerate)
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Unreal Editor
 ________________________________________________
Technical Experience | Deep
knowledge of UnrealEd (Unreal Engine 2), including creation and management of
packages, shaders, and all forms of custom content.
Said Experience |
Extremely comfortable with UnrealEd, with years of experience.
Author of:
ONS-Torlanights (night-time conversion of
ONS-Torlan)
ONS-Dreamus (desert
dust-storm, made to learn Unreal Ed in-depth)
ONS-Dreamus2 (a "Make
Something Unreal Contest" winner)
ONS-Dreamus2SE (atmospheric effects exercise - wind/smoke/clouds/dust/fire)
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Dromed (Thief 2)
 ________________________________________________
Experience
(general) |
Conceptualized and constructed a visual and audio-heavy Thief 2 mission (never completed), with a dense story, gameplay
spanning three nights,
carefully done atmosphere, and graphics and creative
invention of effects that were new to the Thief engine. Using simple
methods of exploitation, I introduced fake Volumetric Lighting, Volumetric Shadows (even in the shape of a
character walking through fog), and circular sprites (which look like crystal balls)
suspended by 3d ropes in such a way as to make the sprite look 3d when viewed from any angle
(more below). Also hashed together several new
objects by salvaging existing ones.
(click links to see examples)
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[first time volume lighting / volume fog effects were seen in Thief
engine]
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[these sprites look 3d and natural no matter what angle you view
them from]
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[this suspended orb is a sprite, looking perfectly 3d as you rotate
around]
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[first time
somewhat realistic fire was seen in Thief]
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[bent, natural-looking rails made of stretched kitchen cutting boards
(bent rails were novel at the time)]
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[first time a
mostly realistic forest was portrayed in Thief]
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[fake volumetric fog covers the ceiling]
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[partially-completed hall with chandelier suspended by
stretched blow-gun
darts, with upside-down gold waste-basket on top, and nearby rails
made of stretched pen-holders, with shrunken waste-baskets on top]
"Faceless" (unreleased) Screenshots & Sounds Praise:
- "Thats genius work of
magnificent ART" (quote by dealasteal)
- "Those are phantasmagoric, they are like "The Inverted Manse"
meets "Calendra's Legacy" meets "The Seventh Crystal" (quote by
ShadowWolf, comparing Faceless screenshots/sound to the most popular Thief
2 missions at the time) - "...seriously, that mission looks AWESOME!" (van Hellsing)
- "Just one word, Fantastic." (azrarhn) - "The lighting especially looks absolutely brilliant..." (Tomi)
- "Amazing.... I absolutely love it!!" (sterlino) - "No need to say more! Amazing graphics, atmospheric environments
and I love the music. All look at it, this is art." (The
Phantom) - "With such beautiful FMs under development, who needs Thief
III?" (G'len) - "Unbelievable atmosphere, unique architecture, good texture use
overall..." (Renzatic) - "Simply breathtaking!" (Izeman)
- "I am so looking forward to playing this FM (fan mission). I
have been awing over it far more then any upcoming FM for months
now and I think I am sure that this will be my most favorite FM
to play of all time." (Dark Ghost Lord)
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Web
& Software Design ________________________________________________
Technical Experience |
Years of experience fleshing out website interfaces in
Photoshop, then building them up in Expression Web (FrontPage) or Dreamweaver,
based on the Photoshop concepts.
Made
Deefrag.com,
Alphaila.com,
Zietanus.com
(unfinished), and
Gunreal.com.
Also see
this practice template.
Said Experience |
Passionate about all forms of website and
program interface design, and could write a book on its theory.
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- A Photoshop concept of the
Omega Theme, for WordPress blogs. After completion, this
Photoshop concept was passed to web programmers, to be stripped down,
and turned into a useable theme.
(final product - still unfinished,
until I find a programmer) |
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- A Photoshop concept of a
make-believe Unreal Editor 3 (Unreal Engine 2 version),
originally based on a screenshot of the actual editor
(looks like this). This was basically a wish-list of features and
layout. |
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- A Photoshop concept of Gunreal's shopping interface.
Like the Omega Theme, the final working version was created using this
as the source for everything, so the final product is nearly
identical. |
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- A Photoshop concept of a
make-believe Unreal Editor 4 feature, called Unreal
Classroom. (just the window on the left) |
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- A Photoshop concept of an
early interface idea for a somewhat RPG-style Gunreal game-mode (back when it
was planned for Half-Life 2). |
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- A Photoshop concept of a
dual Start Menu
idea for Windows.
(link to description
page) |
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Other Stuff ________________________________________________
Optical Illusions
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- An optical illusion showing
how changing light-angles and shading can make objects look like
they're shifting.
[click for full-size] (give it a second to load) |
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- Does it look like the bars are
moving closer together? (a different example of the above
effect)
[click for full-size] |
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