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Independent Artist
Daksh Sahni
2013 - Present (11 years)
First solo art show at Hinge Modern art gallery in Culver City, California.Running till september 7th 2013.
www.hingemodern.com
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Producer
Dwell Media
Jun 2013 - Jun 2013
Design Innovation Stage - Dwell on Design - Americas Largest Design Event
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Exec Director
QiMachine
2012 - 2013 (1 year)
Qi machine was a startup company formed to develop interactive products in the health and wellness space.
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Senior Artist / Design Specialist
Treyarch
Mar 2008 - Nov 2011 (3 years 8 months)
Call of Duty Modern Warfare, Call of Duty Black Ops, Call of Duty Modern Warfare 3
• Evaluated the X360 game in order to replicate the game user experience.
• Identified sources of memory reduction and strategized key ways to recreate the experience.
• Efficiently reconfigured levels using proprietary editing tool Radiant based on Wii specific requirements like frame rate, streaming, entity counts etc.
• Identified technical problems in the engine and tools problems and articulated solutions to lending to on time production.
• Liaison for level outsourcing company helping align their efforts with the core teams.
• Trained other artists and supported them in identifying ways to optimize their levels.
• Provided creative direction to address visual challenges that existed after solving for system requirements.
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Sr Technical Artist
Treyarch
2004 - 2007 (3 years)
Spiderman 3 (X360) , Spiderman Web of Shadows (X360/Wii)
• 3d modeling, texturing and placement of props for the games based on concept art using Spiderman Engine.
• Designed and directed the creation of a variety of architectural styles for building facades.
• Developed a technical solution for creating landmark buildings using parametric building tools
• Defined look and feel of the open city and directed placement of the facades.
• Designed tools that efficiently helped populate parametric building facades with predetermined architectural styles.
• Designed and modeled a variety of storefronts placed throughout the city with LODs, damage and physics states
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Senior Artist
Luxoflux
2001 - 2004 (3 years)
True Crime Los Angeles / True Crime New York
(Xbox/Ps2)
• Was chosen to be a part of the prestigious go forward team after Activision acquired Luxoflux.
• Extensively researched Los Angeles & New York to ensure they were represented accurately within the gaming context.
• Researched and modeled a variety of landmark and generic buildings for the games.
• Devised rules and methodologies for populating large city landscapes using GIS data built into proprietary tools, saving months of development time.
• Directed the recreation of vast urban landscapes using proprietary LuxEditor.
• Trained other artists to bring them up to speed with the editing tool.
• Successfully managed memory and streaming issues throughout the project.
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Intern / Urban Researcher
Luxoflux Corp (later acquired by Activision)
Jun 2000 - Mar 2001 (9 months)
• 3d modeling in AutoCAD / 3ds Max of generic and landmark buildings for True Crime : Los Angeles for Xbox and PS2. Modeled over 400 buildings for the game.
• Performed urban research of Los Angeles environments.
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Research Assistant - UCLA Media Arts
UCLA
1999 - 2000 (1 year)
• Worked on the Intel funded Hybrid Invention Generator project with Professor Bill Seaman.
• Work premiered in the Museum of New Zealand,Te Papa Tongarewa Wellington and has been featured in a variety of global essays.
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Jr Architect
Rakesh Sahni & Associates, New Delhi, India
1997 - 1999 (2 years)
• Won a national design competition for work on the corporate headquarters for IFFCO,India.
• Assisted in interior design and detailing for the Kerela Legislative assembly project.