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Douglas Herring
Resume: The Short Computer Game Form
November 1995 - October 2004 - Microsoft Games Studios
Art Director Microsoft Games Studios
The job requirements for this position changed a lot over the years. It started out managing both a core group
of rover artists that supported our external titles; and large internal teams which at times including both artists
and User Experience writers and designers. As the group split into smaller studios and people were shuffled
around, the mix changed quite a lot. Overall, my responsibilities included creative support on our titles in as
many ways a possible. Cinematics, storyboards, character design, illustration, logo and cover design, pipeline
design, manual art, set-up art, all forms of asset management.
As a Studio Art Director, I primarily managed on the art level our relationship with external developers. I
remained the primary contact for those developers for all art issues. Diligence on prospective developers was
also an important part of the job.
And as the senior Art Director for MGS, I have been the Art representative in the four major acquisitions MGS
has done over the years; including FASA, Bungie, Ensemble Studios, and Digital Anvil. I leveled all of the
artists as they entered Microsoft and wrote the Game Artist ladder currently still in use by HR.
Studio X: Art Director
With a major re-org in 2001, internal development went out of my studio and I had a team of two Art Leads
remained to support the following externally developed titles, all of which save Rise of Nations were Xbox titles.
Work often included box art, marketing support, and print production; along with supporting the external dev in
any way possible.
Fable
B.C. (to be released?)
Rise of Nations
Tao Feng
Blinx
Kakuto Chojin
Munch's Odyssee
Action/Strategy Games Group (AAS): Art Director Internal properties
At this point, overseeing a large staff of artists, including two full teams from FASA. Each of these projects had
their own Art Lead reporting directly to me who was responsible for the on-going production:
MechWarrior 4
MechCommander 2
Pandora's Box
Action/Strategy Games Group (AAS): Art Director External properties
As the AAS Art Director, I touched the following externally developed PC games to some degree:
Crimson Skies Internal team did the entire UI
Starlancer
Asheron's Call
Outwars
Urban Assault
Hellbender
Age of Empires: Internal Art Director/Content Lead
On the Microsoft side, I lead the internal content creation, working with Ensemble Studios before they were
acquired by MS. Work included the technology trees, set-up art, and all manual related art. On Age of
Empires II, I also spent time in Dallas helping Ensemble re-engineer their animation pipeline.
Age of Empires
Rise of Rome Expansion pack
Age of Empires II
Age of Conquerors Expansion pack
Close Combat: Internal Art Director/Content Lead
Content Lead on Microsoft's side for the three CC games we published with Atomic Games. I managed the
User Education team, overseeing all aspects of the manuals including writing and art. Actually wrote and
edited all of the videos in CCI and was the producer on the videos for CCII and III. Also directed the
internal team that did all of the game maps for CCII.
Close Combat
Close Combat II: A Bridge Too Far
Close Combat III: The Russian Front
October 1991 -- 1995 -- Free Lance Work
Shannara (Legend Entertainment): Art Director
Adventure game based on the award winning Shannara novels by Terry Brooks, licensed property from
Random House. Major release - Fall 1995. Legends last and best selling game.
Star Trek: Deep Space Nine: The Hunt (Paramount Interactive & Tachyon): Art Director
Work included total art design, animation and background key frames and layout for this Adventure game
based on the TV series. Art was 95% done and I had already moved on when Paramount put the project
on hold.
The Ring of Doom (Electronic Arts): Animator
Based on the Lord of the Rings, animated a number of key characters for this Sega game. Specializing in
monster types, including Orcs and the Balrog of Moria. Game never shipped.
MIG-29: Falcon 3.0 Module (Spectrum Holobyte): UI Designer
All User Interface screens, including opening splash everything 2D save the cockpits.
Archon Ultra (Free Fall Associates): Fantasy Quadruped and Avian Animator
If it wasn't a bipedal humanoid, I animated it; including the Sphinx, the Phoenix, the Unicorn, the Manticore,
the Pegasus, etc.
Spider-Man Vs. Kingpin Sega CD version (Monkey Business): Art Director
This was an expansion on the original Sega release. I did all of the new character designs, animations, and
environments; along with a major re-imaging of the art done for the original. Also storyboarded all of the video
sequences and listed as co-designer.
Ringworld: the Return (Tsunami): Game Designer - Art Designer
Based on the Known Space Novels by Larry Niven, the 1992 release Ringworld: Revenge of the Patriarch
is based on my game and art design. I left the project early and most of my design was re-worked. However,
90% of the art was done under my direction.
June 1988 - October 1991 - Sierra On-Line
Space Quest I VGA: Director - Art Designer - Painter - Animator
Castle of Dr. Brain: Art Designer - Lead Animator
Mixed-Up Fairy Tales: Art Designer - Animator
Quest for Glory III: Wages of War: Preliminary Storyboards
EcoQuest: The Search for Cetus: Preliminary Storyboards
King's Quest V: Team Leader - final Art Director The best selling Adventure Game of all time
First major VGA game published - Holiday 1990
Quest for Glory II: Trial by Fire: Art design desert section - Combat System
Conquests of Camelot: In-house Art Designer - lead animator - endgame combat system
The Colonel's Bequest: Art Designer - lead artist and sole animator
Leisure Suit Larry II: 15% of the pictures and animation.
May 1988 - August 1982 - Before Games.
Art Director of KIXE-TV, the PBS affiliate in Redding CA. Duties included all graphic design, set design and
construction. All photography, all character generator, and computer paint system design. Field and studio cameraman.
Field and studio lighting tech. Editor (3/4" & 1 A-B roll). Specialized in real-time character generator work for done
for live productions such as Sports events, parades, auctions, and pledge breaks. Directed a number of projects, both
in-house work, and contract productions for the State of California. Producer on two music specials.
* * * * * * * *
I have also been a working illustrator since High School. Preferred mediums include watercolor and ink, but I have
working in just about every medium; from sculpture, to oils, to the digital world. Past clients include: Kimberly-Clark
Corporation, The Comics Journal, Comic Buyers' Guide, Street Publications, Fantagraphics, Marvel
Comics, Malibu Publishing, Oracle Magazine, Horizon Magazine, Redding Medical Center, Pulphouse
Publishing, Electronic Arts.
The Fantastic genres have been an integral part of my life since childhood. Comics, Science Fiction books-film-TV,
and Role-playing and other forms of gaming. I maintain a huge collection of related reference material; you can never
have enough reference in my opinion. My comic book-pulp-digest collection has been going on steadily for thirty plus
years and shows little sign of slowing. Finding a place to put it all is my only issue.
In the games industry, I have been very fortunate to have my interests match up with my projects. Between fantastic
properties such as Ringworld, Star Trek, and Spider-Man; and historical properties, such as Age of Empires and
Close Combat; I have been very fortunate indeed. I would love to see that trend continue...