Resume
About Me
Don Marks Technical Art
Resume
About Me

As a versatile Senior Technical Artist with a passion for bringing immersive worlds to life, I specialize in bridging the gap between art and engineering to create efficient, scalable pipelines and high-quality stylized visuals. With expertise in Unity + C#, Maya + Python, rigging, and shader development (HLSL/CG), I empower artists by building custom tools, automating workflows, and optimizing assets to maintain both visual fidelity and performance across PC and mobile platforms.
Holding a BFA in Animation from the University of Central Florida, I have contributed to VR, AR, PC, and mobile games, TV, and film, developing rigging, animation, and rendering solutions that streamline production. I thrive in collaborative environments, working closely with artists, animators, and engineers to push creative boundaries while ensuring smooth, performant gameplay. Problem-solving, technical innovation, and player-focused design drive my approach to game development, making me eager to contribute to whatever new adventure my career has in store.

Work History
2022 - Present
Senior Tech Artist
Blizzard Entertainment

I work with engineers and artists at Blizzard to optimize pipelines, develop shaders, and create rigging solutions for Warcraft Rumble on PC and Mobile. I troubleshoot Unity and Maya challenges, ensuring assets meet performance benchmarks while maintaining the game’s style. After it transitioned to live service, I refine workflows, automate processes, and optimize assets for better visuals and efficiency, while also enhancing rigging workflows for seamless character integration.
2021 - 2022
Lead Tech Animator
Jam City

At Jam City, I optimized asset pipelines for rigged characters, shaders, and particle effects in Unity. Collaborating with Tech Art and Engineering, I troubleshot rigging, skinning, and performance issues while automating workflows with Python and C#. My contributions streamlined production and ensured smooth performance across our mobile games.
2019 - 2021
Senior Tech Artist
Scientific Games

At Scientific Games, I integrated rigged characters, shaders, animations, and particle effects into Unity slot games. I optimized workflows, troubleshot pipeline issues, and automated processes using C# and Python, ensuring seamless asset performance and real-time animation synchronization.

2018 - 2019
Art Director
Zapdot Inc
I collaborated with the Creative Director to ensure art assets aligned with the project's vision while maintaining high quality and consistency. I worked closely with artists, animators, and designers to refine pipelines, develop tools, and optimize workflows for our games and products.
2018
Animator/FX Artist
Disruptor Beam

At Disruptor Beam, I worked closely with Art Directors and Producers to enhance animations, effects, and asset workflows for a smartphone game. I focused on optimizing visuals for performance, and providing previsualizations for early prototype stages of the game.
2017 - 2018
Animation Director + Animator/FX Artist
Sharecare Reality Labs

At Sharecare Reality Labs, I optimized the animation pipeline for VR medical simulations and refining workflows. Leading a team of animators, I contributed to rigging, animation, shaders, and effects, ensuring seamless integration and high performance while streamlining production and enhancing efficiency. Communication between disciplines was paramount as we worked closely with subject matter experts and attention to detail was paramount.
2016
2D Character Animator
Rick and Morty
Bardel Entertainment

At Bardel Entertainment, I had the opportunity to work on Rick and Morty, delivering high-quality animation that matched the show’s unique style under tight production deadlines. Using Toon Boom Harmony, I contributed to the Emmy Award-winning series, ensuring consistency and excellence in every scene.
2016 - 2017
Lead Animator/ Game Artist
Concept Gaming

In this remote role, I delivered high-quality animated assets for online slot games, created art and game layouts, and proactively improved the production pipeline. I also collaborated with company leaders to brainstorm ideas for games and innovative game mechanics, contributing to engaging and polished final products.
2013 - 2015
Character Animator
Archer
Floyd County Productions

At Floyd County Productions, I contributed to the Emmy Award-winning show Archer by rigging characters, setting up scene layouts, and delivering final animated shots for FX Network broadcasts. Beyond animation, I developed custom After Effects plugins and tools using JavaScript, inspired by the studio’s skilled toolmakers. My role focused on optimizing production workflows and accelerating pipelines to maintain efficient, high-quality output.

2013
3D Artist/Animator
Merlin Mobility
At Merlin Mobility, I developed and animated models for Unity-based augmented reality applications on iOS and Android. My responsibilities included re-topologizing meshes and creating engaging AR effects. I focused on refining the production pipeline to accelerate development while upholding technical standards across projects.

2012 - 2013
Lead 3D Artist
Sealund and Associates
At Sealund, I led the 3D team, overseeing design briefs and budgets to deliver animations and illustrations on time and within budget. Working closely with the CEO and Project Manager, I enhanced the production pipeline, presenting it as an innovative training solution to clients. I also developed new characters, props, and environments, focusing on asset performance improvements using Maya and Unity.

2011 - 2012
3D Character Animator
Goat Story with Cheese
Art and Animation Studio
While based in Prague, I animated scenes for the 3D feature film Goat Story with Cheese. I created shots from scratch without initial blocking and polished pre-existing blocked shots to final completion, ensuring consistency and high-quality animation throughout.

2011
Compositing Artist
Sesame Street
Animatic Media
In this role, I handled rendering and compositing to add final visual polish for the 3D animated show The Adventures of Kami and Big Bird. I provided updated renders for weekly reviews and trained new compositing artists in the pipeline, ensuring consistent quality and workflow efficiency.