Mark Duncan Email & Phone Number
@skinhinge.com
3 phones found area 206, 800, and 503
LinkedIn matched
Who is Mark Duncan? Overview
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Mark Duncan is listed as Art Director at Nimble, based in Seattle, Washington, United States. AeroLeads shows a work email signal at skinhinge.com, phone signal with area code 206, 800, 503, and a matched LinkedIn profile for Mark Duncan.
Mark Duncan previously worked as Art Director at Holospark and Lead Environment Art Director at Lakshya Digital. Mark Duncan holds Bs, Computer Graphics Technology from Purdue University.
Email format at Nimble
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AeroLeads found 1 current-domain work email signal for Mark Duncan. Compare company email patterns before reaching out.
About Mark Duncan
I began my path into 3D graphics and the games industry when I learned BASIC on a TRS-80. From there, I continued teaching myself Assembly on the Commodore 64 where I started writing my own rudimentary games. After completing a BS in Computer Graphics Technology at Purdue University, I secured my first position in the games industry. Since that time I have accrued a diverse experience in both creation of art and management of teams. The details of my more than 20 years of experience are deep, but the breadth is may be seen in in the job descriptions that follow.
Listed skills include Game Development, Texturing, Maya, Unreal Engine 3, and 35 others.
Mark Duncan's current company
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Mark Duncan work experience
A career timeline built from the work history available for this profile.
Art Director
• Maintain art direction in line with project & company goals • Day-to-day leadership of the art staff (Character, Environment, Animation, Concept, UI)• Responsible for goal setting, defining, and assigning tasks• Mentorship of artists• Career development of art staff• Screening & management of outsource providers• Screening, interviewing, and hiring a new team• Responsible for cross departmental communications and planning• Provided direction on creation of promotional materials in conjunction with marketing department• Developed best practices to improve art quality and production efficiency• Pipeline and workflow development & optimization• Interfaced with programming team on and mentored art team on performance optimization• Shader Creation (Unreal Material Editor)• General problem solving visual, technical, interpersonal
Lead Environment Art Director
• Provided art and technical direction for US based art reviewers • Provided art and technical direction for India based artists• Worked with other management team members in development of pipelines & workflows for teams operating internationally.• Worked in development of training and best practices to improve artist quality and efficiency• Interfaced with clients and provided representation of client needs to internal team• Assisted in the acquisition of new clients, including estimate creation, examination of project requirements, and representing the company in meetings• Managed multiple projects simultaneously• Influenced a range of titles, including a number of high profile AAA projects
Art Director
• Developed VR product focused on HTC Vive and Oculus Rift• Work with engineers defining pipeline and practices for Envelop for Windows proprietary engine• Created specifications & documentation for previously mentioned pipelines and practices• Interface with engineering team on shader definition and creation • Create rapid prototype content for pitches to potential investors and partners• Prototype 3D virtual environments for product using Unity• Collaborate with design team on product's UI/UX to created 2D and 3D UI assets• Collaborate with Marketing department to maintain visual branding of product identity
Technical Art Lead
• Research technical aspects of project• Development of the Art Direction and pipeline documentation• Assist in the maintenance of art direction• Day-to-day leadership of the art staff (Character, Environments)• Work with production staff on goal setting, defining, and assigning tasks• Career development of art staff• Mentorship of artists• Screening, interviewing, and hiring a new team• Collaborated with other stakeholders and art team to establish style and direction of product• Environment development (Layout, Lighting, Post Effects)• Asset creation• Pipeline and workflow development• Interfaced with programming team on art dependent game systems and performance optimization• Shader Creation and maintenance using Unreal 4• Interface with graphics programmer for more complex shaders• Develop using 3D Studio Max & Unreal 4 for PC• General problem solving, both visual & technical• Outsourcing - Pipeline Creation• Outsourcing - Documentation• Outsourcing - Train team members to assist
Art Director
• Establish and maintain art direction in line with project & company goals • Day-to-day leadership of the art staff (Character, Animation, Environments, UI)• Work with production staff on goal setting, defining, and assigning tasks• Career development of art staff• Mentorship of artists• Screening & management of multiple outsource providers• Screening, interviewing, and hiring a new team• Collaborated with other stakeholders and art team to establish style and direction of product• Interfaced with design department on all matters affecting game-play and UX• Creation of promotional materials in conjunction with marketing department• UI/UX Development in conjunction with UX expert – micro-transaction game• Environment development (Layout, Lighting, Post Effects)• Asset creation• Pipeline and workflow development• Interfaced with programming team on art dependent game systems and performance optimization• Shader Creation (Unity Node based Material Editor)• Develop using 3D Studio Max & Unity 3.x for PC Web Browser• General problem solving, both visual & technical
Lead Environment Artist
• Day-to-day leadership of the environment art staff (17 artists at peak)• Worked with Directors and production staff on long and short term planning• Career development of art staff• Mentorship of artists• Participated in SOE’s partnership with Art Institute of Seattle to provide mentorship for the students• Screened & managed outsource providers• Managed a team of “in-sourcers” from SOE Austin and San Diego studios.• Collaborated with directors and other stakeholders to establish style and direction of product• Provided art direction in line with Art Director’s goals with team and outsource providers• Interfaced with design department on level design and development• Leading by example whenever possible• Environment development (Layout, Lighting, Post Effects)• Asset creation• Pipeline and workflow development• Interfaced with programming team on art dependent game systems and performance optimization• Shader Creation (UE Node based Material Editor)• Developed using Maya, 3D Studio Max, & Unreal 3.x for PS3, PC• General problem solving, both visual & technical
Mentor
Participated in SOE's relationship with Art Institute to aid in preparing students for the workforce.
Lead Artist
• Provided day-to-day leadership of the Art Staff. • Art Direction• Goal setting, defining and assigning tasks• Pipeline and workflow development• Collaborated with other stakeholders to establish style and direction of product• Interfaced with programming team on art dependent game systems (cover)• Worked with programming team on optimization (360/PS3)• Provided feedback for outsource providers• Mentorship• Screening, interviewing, and hiring a new team• Developed using 3D Studio Max & Unreal 3.x for Xbox 360, PS3, PC• General problem solving - visual & technical
Freelance Contractor
• Production Artist• Modeling and texturing for various clients: NCSoft, Lionhead, Mad Doc Software, Wild Tangent• Various proprietary platforms
3D Artist
• Senior Production Artist• Responsible for ownership of Vehicles - Mechwarrior 4• Responsible for ownership of Battlemechs - Mechwarrior 5• Interfaced with tech artists and programmers on pipeline• Collaborated on attachment system for player modification of Mechs in Mechwarrior 5• Responsible for training pipeline to outsourcing houses for expansion packs• General environment modeling and texturing various projects• Mentorship for more junior artists and contractors• Developed using 3D Studio Max & Maya for X-Box, PC
3D Artist
• Production artist• Modeling & texturing• Participated in project pre-production which included some concepting• Developed using 3D Studio Max for Coin-Op
3D Artist
• Production artist• Modeling and texturing of characters, vehicles, environments• Animation and lighting of cinematics• Video post-production of cinematics and interface• Interface design• 2D sprite creation and animation using Deluxe Paint (SNES)• 2D environment creation using Deluxe Paint (SNES)• Developed for SNES, PS1, PC
Mark Duncan education
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Purdue University
Frequently asked questions about Mark Duncan
Quick answers generated from the profile data available on this page.
What company does Mark Duncan work for?
Mark Duncan works for Nimble.
What is Mark Duncan's role at Nimble?
Mark Duncan is listed as Art Director at Nimble.
What is Mark Duncan's email address?
AeroLeads has found 1 work email signal at @skinhinge.com for Mark Duncan at Nimble.
What is Mark Duncan's phone number?
AeroLeads has found 3 phone signal(s) with area code 206, 800, 503 for Mark Duncan at Nimble.
Where is Mark Duncan based?
Mark Duncan is based in Seattle, Washington, United States while working with Nimble.
What companies has Mark Duncan worked for?
Mark Duncan has worked for Nimble, Holospark, Lakshya Digital, Envelop Vr, and Cryptic Studios.
How can I contact Mark Duncan?
You can use AeroLeads to view verified contact signals for Mark Duncan at Nimble, including work email, phone, and LinkedIn data when available.
What schools did Mark Duncan attend?
Mark Duncan holds Bs, Computer Graphics Technology from Purdue University.
What skills is Mark Duncan known for?
Mark Duncan is listed with skills including Game Development, Texturing, Maya, Unreal Engine 3, Video Games, Xbox 360, Environment Art, and Ps3.
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