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Nathan Phail-Liff
Nathan Phail-Liff
Art Director, Tech & VFX Artist | Ready At Dawn
Orange, United States

Summary

For the past 20 years I’ve worn many hats at Ready At Dawn. Over the years I’ve been Art / Technical Art Director and Studio Art Director, Lead 3D Artist, and Environment Artist in title, but along the way I contributed personally in a Tech Art, Tools Programming, Lighting, 3D Matte Painting, and VFX capacity, and served as Game Director on Lone Echo 2.

With my background blending art, engineering, and design, I am grateful to have found a natural creative and professional home in the field of games and interactive entertainment. I feel the best products we can aspire to create weaves each of these seemingly disparate things into a singular voice, and these voices in harmony can result in some amazing creative and technological innovations, and create unique experiences that leave deep, lasting memories and a shared bond with players.

For the right fit I would absolutely be open to continuing in an AD capacity. But I think my personal excitement for the future may lie in shifting in a Tech Art Director or Tech Art / VFX role. I find it incredibly rewarding growing and caring for a talented team and helping guide the overall project and studio success, but there is just a certain pure joy I get as an artistic engineer. And through my diverse career experience I think I have a talent for cohesively blending together art, tech, and creative into a unique and cohesive whole, and architecting elegant and novel approaches to visual pipelines and content creation along the way.

While I sift through decades of work for more samples, you can catch some of my contributions in the links below. Some more conceptual / architectural guided, but many I personally created from the ground-up. I look forward to continuing to build innovative real-time production technology to create inspiring worlds and stories for players to venture forth into, leaving them with lasting memories that stick with them, long after they are finished.

-Nathan

Tech & Art from The Order: 1886
+ Behind-the-scenes visual tech & pipelines: https://vimeo.com/showcase/11311157
+ You can download the SIGGRAPH Production Talks linked in the ‘Publications’ section below for more in-depth pipeline overviews.

Misc Tech Art
+ Samples from the Lone Echo / Echo VR series and other projects:
https://vimeo.com/showcase/11313101

Not currently shown
+ Over my first decade at RAD I architected, wrote, and maintained our entire tools pipeline in Maya, all while contributing as an Environment Artist, then 3D Art Lead, and then Art Director. More details listed in my work experience below.

Skills

LightingShading3D ModelingLook DevelopmentVisual EffectsTexturingDigital SculptingMel ScriptingGraphic DesignTechnical Art

Software proficiency

Maya
Maya
ZBrush
ZBrush
Photoshop
Photoshop
After Effects
After Effects
Illustrator
Illustrator
World Creator
World Creator
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Premiere
Premiere

Productions

    • Video Game
      Echo VR
    • Year
      2018
    • Role
      Art Director
    • Company
      Ready At Dawn
    • Video Game
      Lone Echo II
    • Year
      2021
    • Role
      Game Director
    • Company
      Ready At Dawn
    • Video Game
      Lone Echo
    • Year
      2017
    • Role
      Art Director
    • Company
      Ready At Dawn Studios
    • Video Game
      The Order: 1886
    • Year
      2015
    • Role
      Art Director
    • Company
      Ready at Dawn Studios
    • Video Game
      God of War: Ghost of Sparta
    • Year
      2010
    • Role
      Art Director
    • Company
      Ready at Dawn Studios
    • Video Game
      God of War: Chains of Olympus
    • Year
      2008
    • Role
      Lead 3D Artist
    • Company
      Ready at Dawn Studios
    • Video Game
      Daxter
    • Year
      2006
    • Role
      Environment Artist
    • Company
      Ready at Dawn Studios

Experience

  • Art Director at Ready at Dawn Studios
    Irvine, United States of America
    January 2009 - Present

    Lone Echo / Echo Arena:

    + Responsible for visual direction of project and supervised art production

    + Directly managed props pipeline and art outsourcing

    + Production UI design for in-world screens, interacts, and player systems

    + Additional FX and material support for planetary vistas and atmospherics

    The Order 1886:

    + Responsible for visual direction of project and supervised art production

    + Worked with art and engineering teams to propose and develop various pipeline solutions

    (including: material and compositing system, textile scanning, cinematic shot lighting, character art pipelines and costume detailing, prop baking and lod generation, color grading, and fullscreen fx)

    + Production lighting artist for both environment and cinematic shot lighting

    + Further extension of maya data driven node editor developed on previous engine

    God of War: Ghost of Sparta:

    + Responsible for visual direction of project and supervised art production

    + Created bulk of environmental FX and skydome backdrops

    + Additional environmental modeling, texturing, game lighting, and cinematic finishing

    + Additional tools development to expand upon Chains of Olympus technology

  • Lead 3D Artist at Ready at Dawn Studios
    Irvine, United States of America
    June 2006 - December 2008

    God of War: Chains of Olympus:

    + Worked with artists to establish and maintain art style, including modeling, texturing, lighting, UI, and FX.

    + Served as bridge between artists and programmers to optimize production pipelines, prioritize and implement new tech requests, and develop solutions for performance optimization.

    + Closely supported lighting artist with art direction and rough production color keys.

    + Created most environmental FX (Texture/Geo/Particles) and skydome compositions.

    + Additional environmental modeling, character and combat FX, game lighting, and cinematic finishing.

    + Designed and programmed user side of the Ready at Dawn Engine Maya tools architecture, driven entirely by markup language.

  • Environment Artist at Ready at Dawn Studios
    Irvine
    August 2004 - June 2006

    Daxter:

    + Modeled, textured, and lit environments for Daxter (PSP).

    + Additional concept art, graphic design, and tools scripting.

  • Designer / 3D Illustrator at AlienintheBox
    San Francisco, United States of America
    January 1999 - July 2004

    Conceptual illustration, branding, web, and graphic design for various clients in the aerospace and technology industries

  • Graphic Artist at Engineered Multimedia
    Atlanta, United States of America
    December 1998 - December 1999