I am the Art Director for Forza Horizon at Playground Games. I have over 20 years of experience crafting compelling, high-quality worlds and leading talented teams for BioWare's successful Mass Effect Trilogy, Anthem, and Playground Games' award-winning Forza Horizon 4, Forza Horizon 5 and the record-breaking Forza Horizon 6.
On the Forza Horizon team, my role is to develop, establish and communicate the artistic direction, push visual quality and collaborate with the various departments to execute the project's vision. I provide art direction for all art disciplines on the project which include Environment Art, UI Art, Concept Art, Character Art, Vehicle Art, Cinematics, Animation, Lighting, and VFX
Forza Horizon 6
Forza Horizon 5: Rally Adventure
Forza Horizon 5: Hot Wheels
Forza Horizon 5
Forza Horizon 4: Super 7
Forza Horizon 4: The Eliminator
In direct collaboration with Allegorithmic, I created 15 ocean inspired substance materials for the Substance Source website as part of a featured Signature Series Collection.
Allegorithmic also held a livestream where I did a walkthrough for one of the materials from the collection.
Release Article
https://www.substance3d.com/blog/new-substance-source-materials-take-dive-don-arceta
Livestream
https://www.youtube.com/watch?v=mJSgYy76K30
I was a member of the six-person jury for Allegorithmic's inaugural Materialize Contest.
My artwork was used as marketing for the contest.
https://www.substance3d.com/blog/materialize-digital-material-contest
At Playground Games, I lead the Forza Horizon environment art team with a focus on establishing fidelity quality, visual benchmarks, workflows, and best practices.
Forza Horizon 4 DLC LEGO Speed Champions (2019)
Forza Horizon 4 DLC Fortune Island (2018)
Forza Horizon 4 (2017 - 2018)
On Anthem, I managed the environment art team and created content with a focus on establishing fidelity quality, visual benchmarks, workflows, and best practices. Before Anthem, I managed artists for Mass Effect 3's post-release content. Working closely with the Art Director, I was responsible for ensuring quality was being met and that art direction was being followed. Aside from managing the environment art team I still created a large amount of content which included shader and texture creation, environment lighting, cinematic lighting, modeling, worldbuilding, collision, performance optimization and polish work for my own work as well as other artists' levels. I worked closely with design to come up with fun combat layouts for the multiplayer DLC as well as narrative and exploration moments in the Citadel DLC.
Anthem (2013 - 2017)
Mass Effect 3 DLC Citadel (2013)
Mass Effect 3 DLC Retaliation (2012)
Mass Effect 3 DLC Earth (2012)
Mass Effect 3 DLC Rebellion Pack (2012)
Mass Effect 3 DLC Resurgence Pack (2012)
Responsibilities throughout the project included the implementation of a modular based workflow, establishing master shaders and instances, texture creation, environment lighting, cinematic lighting, modeling, world building, collision, performance optimization, and polish for my own work and other artists' levels. I worked closely with design and writing to come up with layouts for combat and narrative moments whilst maintaining the vision of the Art Director. I was also responsible for mentoring several of the more junior artists to ensure that standards set by myself and the Lead Environment Artist were met.
Mass Effect 3 DLC Leviathan (2012)
Mass Effect 3 DLC From Ashes (2012)
Mass Effect 3 (2012)
Mass Effect 2 DLC Lair of the Shadow Broker (2010)
Mass Effect 2 DLC Overlord (2010)
Mass Effect 2 DLC Kasumi - Stolen Memory (2010)
Mass Effect 2 DLC Zaeed - The Price of Revenge (2010)
Mass Effect 2 (2010)
My main responsibilities throughout the project was shader and texture creation, environment lighting, modeling, world building, collision, performance optimizations and terrain authoring for several levels in the game.
Mass Effect DLC Bring Down the Sky (2008)
Mass Effect (2007)