Horia Dociu
Horia Dociu
Art Director | ex: Halo, SuckerPunch, ArenaNet, Valve
Redmond, WA, United States

Summary

Veteran video game Art Director, Creative Lead, Team Manager, and Concept Artist with 25 years of industry experience on numerous AAA console, PC, and live-service games.

EXPERIENCE

_Concept Director on Perfect Dark, The Initiative / Microsoft

• Partnered closely with the Art Direction and Concept team to define and evolve the game’s visual direction, from initial ideation to polished production art.
• Created vision pieces, key art, and narrative illustrations that unified design intent across environments, characters, weapons, and props.
• Oversaw in-game implementation of concepted assets and supported with paint-over iteration to maintain consistency with design, narrative, and technical performance requirements and changes.
• Maintained deep knowledge of the game’s worldbuilding, narrative pillars, and technical constraints to ensure all concept art was functional and immersive.
• Set clear visual targets and design standards for the concept team, driving consistency and excellence across multiple co-dev partner studios in various time-zones.
• Delivered illustrations with an emphasis on atmosphere, lighting, storytelling, and visual impact to inspire 3D, VFX, Gameplay and Marketing teams.
• Provided direct feedback and mentorship to artists; reviewed internal and external concept work and in-game assets for alignment and quality, with extra focus on gameplay-related vfx.
• Created visual documentation, mood boards, and paintovers to clearly communicate vision and support cross-functional collaboration.
• Participated in and led regular team critiques, ideation sessions, and visual alignment meetings across departments.
• Supported Art Direction maintaining the project's artistic integrity by reviewing and shepherding concept assets through their in-game implementation, ensuring consistency in visual language.
• Contributed to the studio culture by collaborating with interdisciplinary leads and ICs with constructive and actionable direction and feedback across all aspects of game art, cinematics, UI/UX, narrative, and gameplay.

_Studio Art Director, Fang & Claw [2023-24]

Conceptualized new IP, including worldbuilding, character development, game rules:
• Developed and communicated a cohesive artistic vision for our flagship game project, aligning with studio goals.
• Produced pitch materials including decks, mood boards, and concept art to convey the tone and style to investors.
• Established quality standards through hands-on concept art, rapid prototyping, and comparative industry analysis.
• Collaborated with our tiny incubation team to ensure the realization of the creative vision in a playable UE5 prototype.
• Developed long-term content plans, balancing creative ambition with resource constraints.
• Managed the production pipeline for prototype vis-dev and look-dev art assets, coordinating with internal and external talent to meet project milestones.
• Co-developed our company values and modes of operation, setting the stage for a healthy culture.
• Co-directed and helped implement company branding and marketing assets.

_Studio Art Director, 343 Industries / Publishing Art Director: Halo, Microsoft [2019-23]

Spearheaded creative direction for future Halo projects:
• Collaborated with narrative, and design leads on franchise themes, tone, and visual style.
• Provided creative direction for characters, environments, and market positioning across products, considering audiences, budgets, and brand values.
• Produced pitch decks, mood boards, and directed videos to convey creative direction.
• Set vis-dev and quality targets through concept art, prototyping, and media analysis.
Live Service Experience:
• Content Planning- Collaborated closely with design and production to develop long-term plans for engaging content within budget/time constraints.
• Seasonal Themes- Conceptualized visual themes for updates, aligning with narrative goals.
• Asset Production: Managed art asset production and integration into the game
• Live Support: Monitored player sentiment and data to adjust approaches, and contributed to blogs, streams and Q&A to foster transparency with player.
Art Team Management:
• Orchestrated cross-functional teams for cohesive visual direction.
• Fostered creativity, provided mentorship, and allocated resources strategically.
• Facilitated open communication and mentoring, conducted performance evaluations, and addressed conflicts, promoting positivity and adaptability.
Publishing and External Development Leadership:
• Worked with various co-dev and outsource companies across the globe, all at different levels of involvement in our projects, ranging from asset design and creation, all the way to full-project co-development.
• Art direction was provided and packaged differently per partner and per state of development, ranging from high-level tone-setting vision docs to one-on-one direction and asset paint-overs as appropriate for expediting results considering different partner teams’ strengths.
• Coordinated artistic direction and creative shifts to compensate for real-time shifts in the schedules, budget fluctuations, and emerging directives of multiple live and boxed titles.

Consumer Products, Trans-Media, and Community Support:
• Created, communicated, and shepherded guideline assets for external groups working on consumer products ranging from toys and action figures, apparel, branded/licensed merchandise, books and print, to 3D/2D game crossover assets by other game publishers.
• Worked closely with franchise stakeholders and transmedia team to ensure brand consistency, high quality, and harmony between game, TV show, and other multi-media promotional assets.
• Provided hands on illustrations for marketing, books, consumer products, and social media assets, along with direction for agencies handling other 2D, 3D, and video assets.

_Studio Art Director, ArenaNet [2016-19]

• Multi-project art leadership across all disciplines (120 artists), oversaw four unique titles (console/PC/mobile/ GAAS)
• Contributed to studio direction, re-organization, new HR culture initiatives.
• Managed the art team structure, headcount, and resource allocation across all project groups.
• Responsible for hiring Project Art Directors, Art Managers, and Tech Art leadership as well as discipline leads
• Incubation lead on new IP team, responsible for co-creative direction and project pitching
• Mobile game- hired team members and directed new stylization of our franchise for casual mobile audiences.
• Collaborated with tech leads on new engine transition features as we moved to implement PBR tech.
• IC art direction on next franchise installment, evolving established style for next-gen tech and new demographics.
• Led rapid prototype art teams to create in-game 3D concepts for establishing art direction and publisher pitching.
• Live service support on Guild Wars 2- strike team allocation and creative artistic direction for evolving seasons
• Art directed multiple game and studio marketing assets, including branding, consumer products, and print publishing.
• Shipped: Guild Wars 2 Path of Fire, Guild Wars Living World. Contributed substantially to creative and art direction for three unannounced projects.

_Art Director, Sucker Punch Productions [2011-16]

• Art Director on multiple first party open-world games published by Sony.
• Designed/concepted main characters for inFamous Second Son
• Led concept team, recruiting artists and designing characters, environments, and visual assets etc
• Oversaw and managed leads for character, environment, vfx, lighting, cinematics, animation, and tech-art teams.
• Contributed to studio direction, re-organization, new HR culture initiatives.
• Managed the art team structure, headcount, and resource allocation.
• Collaborated with tech leads on new engine transition features as we moved to implement PBR tech.
• Incubation lead on new IP team, responsible for co-creative direction and project pitching.
• IC art direction on new IP development and game pitches to Sony, spanning different genres.
• Led rapid prototype art teams to create in-game 3D concepts for establishing art direction and publisher pitching.
• Art directed multiple game and studio marketing assets, including branding, consumer products, and print.
• Shipped: inFamous Second Son, inFamous First Light. Contributed substantially to creative and art direction for Ghost of Tsushima through incubation/pre-production.

_Art Instructor, FuturePoly [2010-14]

• Part-time Digital Arts Course Instructor, in addition to my full time Art Director job.
• I designed the 2D curriculum, and was the instructor for the Concept Art, Digital Painting, and Texturing classes.
• Wrote and taught live art demos, reference materials, prepared example assets for students use
• Classes were 20-25 per session, in-person, ranging from college students to professional video game artists.
• Provided in-class and on-line written feedback and paint-overs for assignments.
• Presented live art demos and lectures at industry events to educate and promote our courses.
• Contributed to recruiting and advertising efforts, both online and in our community.
• Directed company branding, designed the FuturePoly logo, and art-directed web and marketing assets.

_Cinematic Director, ArenaNet [2007-11]

• Directed cinematics for Guild Wars 2, overseeing pre-production to final implementation.
• Directed all marketing videos and trailers for Guild Wars 2 leading up to the game’s launch.
• Pitched and implemented transition from 3D to a new 2D motion graphics animated format, reducing production costs and leveraging in-house concept art talent.
• Recruited and built a 10-member cinematic team, including illustrators, animators, and editors.
• Collaborated with programmers on developing a proprietary 2D/3D motion graphics editor for real-time rendering.
• Managed team, scoped projects, edited scripts, created storyboards, and directed in-game cinematics.
• Directed and edited gameplay and marketing trailers, and art directed marketing assets including box covers/key art.
• Provided direction and feedback to external vendors for BTS video assets, trailers, and gameplay videos.
• Coordinated with external vendors to ensure on-brand graphic design and marketing materials.
• Producing and art directed full-size art book.
• Shipped Guild Wars 2 and Guild Wars Eye of the North (PC).

_Environment Artist / Concept Artist, ArenaNet [2003-07]

• IC modeling and texturing focused on environment models and props.
• IC concept artist for several props, environments, characters, and story cinematics.
• Worked closely with Art Direction and Design to ensure cohesion and fit with gameplay/story/performance.
• Rapid 3D prototyping for new areas in the game, establishing quality standards and visual development.
• Experimented with new texturing techniques to establish unique in-game execution utilizing existing game tech.
• Shipped Guild Wars, Guild Wars Faction, and Guild Wars Nightfall (PC).

_Environment Artist, Valve Corporation [2001-03]

• IC modeling and texturing focused on environment models and props for Half-Life 2.
• IC concept artist for several prop assets in Half-Life 2.
• Worked closely with Art Direction and Design to ensure cohesion and fit with gameplay/story/performance.
• Rapid 3D prototyping for new areas in the game, establishing quality standards and visual development.
• Shipped Half-Life 2, contributed models later used in HL2 Episodes, and Counter-Strike Source (PC).

_Prop Artist, Zipper Interactive [1999-01]

• IC low-poly modeling and texturing focused on props for PC and PlayStation 2 games.
• IC concept storyboard artist for some cutscene cinematics.
• Designed, modeled, and textured map for training mission.
• Worked closely with Art Direction and Design to ensure cohesion and fit with gameplay/story/performance.
• Shipped SOCOM: US Navy SEALs (PS2) and Crimson Skies (PC).

_Texture Artist, Snowblind Studios [1999]

• IC low-poly modeling and texturing focused on props for Nintendo 64 racing game.
• Sky-box background painting for area racetrack.
• Designed/implemented UI and track assets.
• Worked closely with Art Direction and Design to ensure cohesion and fit with gameplay/performance.
• Shipped Top Gear Hyperbike (N64).

EDUCATION

AA 3D Computer Animation, DigiPen Institute of Technology

Skills

Art DirectionConcept ArtIllustrationStoryboardingPre-vizTeam ManagementBrandingpresentingpitching