Introduction
Welcome to the homepage of Mark Duncan. I have been an artist in the video games industry since 1993. Throughout my career, I have gained a wide array of experience. I have worked on titles for target platforms from Super NES to X-Box 360 and Playstation3. My work has varied from creating sprites and backgrounds in Deluxe Paint, to leading a team of 3D artists using the Unreal 3 engine. I am currently the Lead Environment Artist at Sony Online Entertainment in Bellevue, Washington.
The samples displayed on this page exemplify some of my best work as a production artist. In a couple of cases, they are works that are simply interesting to me. All of the work displayed herein is at least 3 years old at the time of this posting, as the more recent work as a lead cannot yet be publicly displayed. Although my experience is varied, you will no doubt note that all of my current examples can be categorized as either vehicles or weapons. This is often a category of asset that I have ended up creating as it is a strength of mine. I am not exclusively interested these types of assets and I will be adding some environmental art as time permits.
Thank you for visiting this page!
The following are notes about the art displayed:
- With the exception of the PT Cruiser, MechWarrior 4 Uziel, and the TIE Fighter, all of the models pictured are ‘real time’ game assets.
- The weapons and military vehicles were created for undisclosed projects.
- The PT Cruiser was executed as a contract job for a Chrysler related website. This is included as an example of lighting work.
- The Uziel is a Battlemech of my own design. I created this while working on MechWarrior 4, and it ended up not only in the game, but as the box art. I was also pleased when I learned that it had also been folded into the Battletech pen and paper game.
- The TIE fighter was created circa 1994 in 3dStudio R3 (DOS).
- The Battlestar Galactica Viper Mk2 was created as a contract job for a game pitch.
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