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Designer / Artist / Technology Entreprenuer

Daksh Sahni

Los Angeles, CA
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  • About
  • About

    • Consummate provider of interactive technology solutions for aspiring interactive entertainment companies and their respective brands.

    • 12 + years experience in game development at Activision as Senior 3d/Technical Artist for the world's largest console franchises.

    • Ability to troubleshoot and resolve the most challenging technical problems, while meeting highly aggressive deadlines.

    • Key go-to person for providing creative and technical direction for each project.

    • Unique combination of technical skills and excellent aesthetic due to graduate level architectural education.

  • Education
    • Maya Fast Track
      Gnomon School of Visual Effects
      2012 - 2012
    • Master of Architecture (M.Arch.) Design and Computation
      University of California, Los Angeles
      1999 - 2001
    • St Columbas High School
      1980 - 1993
  • Experience
    • Independent Artist
      Daksh Sahni
      2013 - Present (13 years)
      First solo art show at Hinge Modern art gallery in Culver City, California.Running till september 7th 2013.
      www.hingemodern.com
    • Producer
      Dwell Media
      Jun 2013 - Jun 2013
      Design Innovation Stage - Dwell on Design - Americas Largest Design Event
    • Exec Director
      QiMachine
      2012 - 2013 (1 year)
      Qi machine was a startup company formed to develop interactive products in the health and wellness space.
    • 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.
    • 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
    • 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.
    • 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.
    • 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.
    • 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.
  • Skills
    • 3D Modeling
    • Interior Design
    • Product Design
  • Elsewhere on the Web
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  • On Coroflot
    @dakshs, member since 2013
      • Followers 1
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