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Immersive Entertainment, Interactive Experiences, Creative Leadership

JAMES (H) DARGIE

I build worlds that people live in. From the ruins of Metroid Prime to the undead world of Call of Duty Zombies, to Defiance, the first transmedia MMO and TV show, and the best location based experiences in the world. A body of work across every medium that matters.

ART / CREATIVE DIRECTOR

$4B+

FRANCHISE REVENUE

22+

SHIPPED TITLES

30+

YEARS EXPERIENCE

THE MATRIX / Medal of Honor - AIRBORNE - PACIFIC ASSAULT - RISING SUN / Sphere Vegas / Final Fantasy: The Spirits Within / Defiance / COD Zombies - Original Developer / Qiddiya Gaming City / METROID PRIME / CALL OF DUTY - BLACK OPS - BLACK OPS 2 - MODERN WARFARE 3 /

SELECTED WORK

Where the work has LIVED

Six projects from thirty years. Each a different world, a different medium, a different frontier.

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CALL OF DUTY:
BLACK OPS & ZOMBIES

ART DIRECTION    /   TREYARCH

ORIGINAL DEVELOPER  /  BAFTA GAME AWARD  2010

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METROID PRIME

SENIOR ARTIST  /  RETRO STUDIOS

BAFTA WINNER  /  GDC GAME OF THE YEAR

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THE MATRIX RELOADED & REVOLUTIONS

LEAD MODELLER  /  WARNER BROS.

VES AWARD  /  BOX OFFICE LEADER

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DEFIANCE

STUDIO CREATIVE DIRECTOR OF ART  /  TRION

FIRST MMO  /  TV TRANSMEDIA PROJECT

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FINAL FANTASY: THE SPIRITS WITHIN

LEAD CG ARTIST  /  SQUARE PICTURES

PIONEERED PHOTOREAL CG FILM

VISION TO EXECUTION

How a world gets 
BUILT

The journey usually begins with reference - then a deck I craft to align the vision, inspire the team, and rally the support of executives and publishers. From there the creative is refined through clearly articulated pillar documents, feedback guides, and visual target materials to maintain alignment across internal and external partners.

Below is the Defiance process: from blank slate to a living MMO synchronized in real-time with a SyFy television series. The first of its kind.

01  SIGNAL THE SILENCE

Intentional minimalism as the opening move. A deliberate pause that creates space for clarity, signaling to your team that what follows is built on focus, not flash.

02  CAPTURE THE CORE

Before visuals, before mood boards — the feeling. The emotional imprint the player should carry long after they log off. That is the real starting point.

03  DEFINE THE VISUAL DNA

For Defiance: The Road Warrior, Book of Eli, Starship Troopers. A distinct, mythic look that cuts through genre noise and feels both fresh and legendary.

04  BUILD THE PILLARS

Documented creative pillars that every team member, publisher, and broadcast partner can align to independently. Vision only scales when it is written clearly enough for someone else to execute.

CAREER HIGHLIGHTS

The medium keeps changing. The standard doesn't.

From building hovercraft models for the Wachowskis to directing 16K interactive games at the Las Vegas Sphere. Film, console, VR, transmedia, location-based entertainment, and cutting edge techniques.

Every frontier, same bar.

Esport & Gaming City, Riyadh                                          SENIOR CREATIVE DIRECTOR                                                                                                                             2025  -  PRESENT

Designing next-generation gaming venues and large-scale player experiences. Leading cross-functional teams across architecture, technology, and entertainment

Liithos Games, San Diego                                            ART DIRECTOR                                                                                                                                                     Mar  -  Jun  2025

Art directed photoreal AI-generated cinematic content. Led prompt engineering and integration of ComfyUI and diffusion models into a live production pipeline

AAA AI-Generated Interactive Game, Netflix IP

MSG  /  SPHERE Entertainment                                   SENIOR CREATIVE DIRECTOR                                                                                                                             2021  -   2025

Directed art and creative vision for large-scale interactive games at 16K resolution and 60 FPS. Led teams of artists, designers, and engineers across the full production arc.

Interactive Games for the Sphere Las Vegas, Wizard of Oz

Activision  /  Treyarch                                                             ART DIRECTOR, ASSOC.  /  LIGHTING DIRECTOR                                                                                             2008  -   2011

Part of the founding team that created COD Zombies. Black Ops earned 7 BAFTA nominations, the BAFTA GAME Award of 2010, and the Golden Joystick for Best Shooter. Combined franchise revenue exceeds $30 billion.

Call of Duty: Black Ops, Black Ops II, Zombies DLC, Modern Warfare 3

Electronic Arts (EALA)                                                           CG DIRECTOR  /  PRODUCER                                                                                                                               2003  -   2007

First console title on Unreal Engine. Lighting direction, VFX, weapons, vehicles, and first-person experience direction across three shipped titles. Medal of Honor held the Guinness World Record for Best-Selling FPS Franchise as of 2008.

Medal of Honor: Airborne, Pacific Assault, Rising Sun

ESC Entertainment  /  Warner Bros.                           LEAD MODELER  /  DESIGNER                                                                                                                            2002  -   2003

Lead hovercraft and weapon platform artist on two sequels to a film that won four Academy Awards including Best Visual Effects. Sequels grossed $1.5 billion combined and earned Saturn Awards for Best Science Fiction Film.

The Matrix: Reloaded, The Matrix: Revolutions

Retro Studios  /  Nintendo                                    SENIOR ARTIST                                                                                                                                                    2000  -   2001

Built environments, props, and characters for one of the most decorated games of its generation.

METROID PRIME

Square USA,  Honolulu                                                          LEAD CG ARTIST                                                                                                                                                  1997  -   2000

Three years building the environments, props, and holographic UI of cinema's first attempt at photorealistic CG storytelling marketed to adults.

Final Fantasy:  The Spirits Within

CONTACT

DESIGNING large and small scale interactive experiences that merge spectacle with storytelling, blending cutting-edge tech with pop-cultural punch.
 

LEADING creative vision across games, live events, and immersive media, turning bold ideas into unforgettable, high-impact realities.
 

ELEVATING diverse voices and boundary-pushing narratives that entertain, surprise, and connect with global audiences.

Explore my WORK; see my approach to Direction in VISION; or read my BIO; and let’s build something extraordinary together.

Senior Creative   ·   Art Director   ·   Games   ·   Film   ·   Immersive   ·   AR/VR

GET IN TOUCH

Interested in learning more about me, my work or how we can collaborate on an upcoming project? Feel free to reach out anytime, I would be more than happy to chat.

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