I'm Joel Davis, a 3D animator, illustrator, and game developer based in Orlando, Florida. I love animals, the outdoors, Halloween, and mangoes.
Most recently, I co-developed KeyWe, an award-winning co-op puzzle game.
Please take a look around, and email me at firstname.lastname@example.org if you'd like to chat. Thanks for visiting!
A bit about me
I'm primarily a 3D animator, which I support with a diverse media skillset. I draw on a background in traditional art and illustration, a fascination with the natural world, and a love for storytelling to inform my work. My greatest passion is in bringing characters, creatures, and imaginary places to life.
Most recently, I co-developed KeyWe, an award-winning indie game. Our 3-person team made KeyWe in 2 years, after quitting our full-time jobs at larger software companies. I’m very proud of KeyWe, and my time developing it was an invaluable experience in building an independent game from the ground up. It was also an opportunity to bring all of my skills to bear in the role of a creative director: working with animation, art, sound, music, and narrative to realize KeyWe’s characters and world. Having a hand in so many aspects of KeyWe, learning how they all came together to create our IP’s identity, was a nonstop educational journey - and creatively, it was hugely rewarding.
That thrill of working with a team to create something from our hearts, for players to enjoy, has become a guiding compass for me. As I move ahead to new projects, I’m constantly inspired by the sheer range of talented voices making games and telling stories right now. I love meeting passionate creators who value inclusivity and kindness, and learning how I might help bring their ideas to life.
2019 - present: Co-owner, Stonewheat & Sons
Co-developed KeyWe with a 3-person team.
2015 - 2019: Technical Artist/Animator at Cubic Corporation
2013 - 2015: Associate Technical Artist at Cubic Corporation
2010-2013: 3D Artist Intern at Cubic Corporation
Much of my work at Cubic was developing educational military software in Unreal 4. My roles included:
Mocap performance, cleanup/implementation
Building game lesson content and cinematic sequences using Unreal & Cubic tools
Writing dialogue and lesson content
I was also on Cubic’s BD team - a small, multidisciplinary group whose job was to build playable demos and create marketing material in a short timeframe. In addition to the list above, my roles in BD included:
video production & editing
help oversee and conduct remote video shoots (filming, sound/lighting, interviews, etc.)
scriptwriting, storyboarding, and writing marketing copy
2007 - 2013: Actor at Universal Studios Orlando
I’ve played a range of characters and creatures for Universal. This meant a lot of improvisational and comedic acting, voices and creature noises, and hours in makeup chairs.
As an animator, I’ve found drawing on my skills as a performer to be really helpful - and it’s handy to be able to bust out a creature sound or character voice in a pinch!
BFA, Digital Arts & Emerging Media Management
University of Central Florida
Graduated from Character Animation track
Logic Pro X
Autodesk 3ds Max