• Work
  • About
  • Shop
  • Press
  • Blog
  • FAQ
Danny Moll

Danny Moll - Concept Art / 3D Art / Art Direction

  • Work
  • About
  • Shop
  • Press
  • Blog
  • FAQ

Hyper Light Breaker

I served as Lead Artist/Lead Concept Artist on Hyper Light Breaker from the prototype phase through the first two years of production, and I also provided Art Direction for the environments through EA release.

I primarily concepted and oversaw the visual development of the environments, but also concepted most of the gear and vehicles. I made an uncountable number of 3d blockouts. I contributed in-game modeling, decking, lighting, and composition work, e.g. prototyping the boss arenas. I also contributed to some UI, promotional, and in-game illustration work.

Another significant contribution I made to the art team was creating the pipelines that support the asset side of the procedurally generated environments, and managing the maintenance/upkeep of the asset flows and best practices.

At the studio level I was responsible for hiring for the art team, running review meetings, standardizing department titling, handling internal resource management and skills development.

Some paintover pieces I share here use assets created by the amazing environment team: Meagan Glennon, Will Tate, Cameron Hughes, Danielle Wallace, Marissa Borowski, and Jaume Rovira. As well as terrain and skyboxes created by the techart team Christian Sparks and Len White

HLB_vista_key_with-template.jpg
HLB_teleporter.jpg
HLB_hub_night.jpg
02_e_Hub_Settlement_Paintover_01c.jpg
02_Forest_RenderTarget_v02a.jpg
02_Forest_Section01_v01.jpg
HLB_bg_city.jpg
HLB_apartment_concept.jpg
HLB_apartment_lines.jpg
HLB_buildings_01.jpg
HLB_buildings_02.jpg
HLB_buildings_wt_01.jpg
HLB_hub_watermill.jpg
HLB_ringed-city.jpg
HLB_street.jpg
HLB_skyislands.jpg
3DWorld_HLB_Cover_01_NoGraphics_web.jpg
HLB_b01.jpg
forest_with_template.jpg
HLB_b01_beach.jpg
HLB_Ribcage_01.jpg
HLB_street_03.jpg
HLB_b01_stump.jpg
HLB_b01_plaza.jpg
HLB_sentinel_concept.jpg
01_WarMachine_Process_02.jpg
HLB_car_concept.jpg
HLB_dro_arena.jpg
HLB_dro_layout_01.jpg
HLB_dro_callouts.jpg
02_Global_Lab_Concept_01_edit.jpg
HLB_lab_concept_02.jpg
HLB_b02_arena.jpg
b03_postcard.jpg
HLB_ArmoredTrain.jpg
HLB_b02.jpg
HLB_b02_arena_callouts.jpg
HLB_b02_concept_02.jpg
HLB_b02_postcard.jpg
HLB_b03_shrine.jpg
Fortress_VistaPO_01.jpg
HLB_fortress_drawover.jpg
HLB_fortress_kit.jpg
HLB_fortress_shipgraveyard.jpg
HLB_twins_arena_early_sketches_01.jpg
HLB_veh_flyer.jpg
HLB_carrier.jpg
HLB_b04_gunnest.jpg
HLB_b04_machinery.jpg
HLB_b04_machinery_sketches.jpg
HLB_twins_crane.jpg
HLB_b04_nittygritty.jpg
HLB_chest.jpg
HLB_dogroom.jpg
HLB_lab_elevator.jpg
HLB_gridblocks.jpg
Skull_Concepts.jpg
HLB_titan_hands.jpg
HLB_titan_parts.jpg
HLB_loot-corpses.jpg
HLB_grossmelty.jpg
HLB_drone_concept.jpg
HLB_rails_pistols.jpg
abyss_bossroom_concept_02-color.jpg
HLB_ak_room_sketch.jpg
Lab_Trailer_PO_02AlxPO.jpg
HLB_control_room_allviews.jpg
HLB_control_room_iterations.jpg
HLB_control_room.jpg
HLB_ak_room_callouts.jpg
HLB_ak_room_early.jpg

Powered by Squarespace.