BRIAN PATENAUDE | SR. WORLD ARTIST | RESUME

OBJECTIVE...

To continue pushing the boundaries of what players experience in games visually while striving to create the most fun, original, and immersive environments possible.

SOFTWARE EXPERIENCE...

  • 3DS Max 2014
  • Maya 2015
  • Photoshop CC 2014
  • Quixel Suite
  • Zbrush 4 R7
  • Mudbox 2014
  • LithTech. level editor
  • Id tech. 3, & 4
  • Unity 4-5
  • World Machine 2.3.6
  • CryEngine 3.8
  • [Various proprietary engines]

WORK HISTORY...

05/2013- Present...   Amazon Game Studios | LEAD WORLD ARTIST

CURRENT PROJECT: tba, PC...

  • (Magical things)

(TOP SECRET PROJECT),2015 (CANCELLED), pc...

  • Lead environment artist as well as key individual contributor on the project
  • Spear-headed new engine tech, while defining workflow for world art team
  • Visual R&D for look dev while in pre-production
  • management of team consisting of ~4 artists
  • key point of contact for world art when interfacing with other disciplines

The unmaking, 2014, Kindle/ Appstream...

  • Defined look of environment with art director as well as other members of the team
  • Lead world team ranging from 3- 7 artists throughout development
  • Initial set up of all levels, as well a considerable level design layout, and technical work
  • Development of world art pipeline from Unity> World machine> Unity with tech. art tool support
  • Key point of contact for world art when interfacing with other disciplines

Project: ARIES, 2013 (CANCELLED), Kindle...

  • Lead Artist, responsible for artistic direction through concept team for everything from environments, to characters, and UI, in addition to managing a team of ~5 artists
  • Primary contributing world artist, in addition to being integral to game design
  • key point of contact for world art when interfacing with other disciplines

02/2010- 05/2013...   WB Games Seattle Seattle | Senior World Artist

"Middle-Earth: Shadow of Mordor", 2014, PS3, PS4, XBox 360, XBox One, PC...

  • Led team of 6 world artists, responsible for critiques, asset lists, scheduling, and coordination with design, art director, FX, etc.
  • Responsible for modeling/ sculpting & texturing assets [in addition to LODs, collision, tagging, AO bakes, etc.]
  • Primary artist responsible for organization and build out of the designer “whitebox” levels
  • Worked closely with design team to develop methods for creating and marking interactive world objects + input on misc. delivery pipeline documentation
  • Coordinating lighting, FX, and design help on levels

"Guardians of Middle-Earth", 2012, XBox 360, PS3, PC, WiiU...

  • Role varied from being the sole artist responsible for entire region’s level set, to team lead responsible for organization and feedback for 2-3 other artists throughout production
  • Self-managed + responsible for generation of levels’ asset lists and coordinating lighting, FX, and design
  • Organization and build out of the designer “whitebox” levels
  • Responsible for modeling/ sculpting &
  • texturing/ materials for assets in addition to re-purposing & converting existing assets from other games within studio

"Lord of the Rings: War in the North", 2011, XBox 360, PS3, PC, Mac...

  • Co- led team of 5 world artists, responsible for critiques, asset lists, scheduling, and coordination with design, art director, FX, etc.
  • Responsible for organization and build out of the designer whitebox levels
  • Experience with node-based shader editor
  • Responsible for modeling/ sculpting, texturing/ materials assets [in addition to LODs, collision, tagging, etc.]

01/2008- 01/2010...   Loose Canon Studios | Senior Artist

"Tornado Outbreak", 2009, Wii, PS3, & XBox 360...

  • Object modeling with multiple break states, bounding splines, & lite FX rigging
  • Background layout + ground mesh construction & UV layout
  • Coordinated with design, programming, concept, animation, texturing, FX, etc. to deliver levels under memory & within frame rate target
  • Experience with asset development and delivery for 3-console simultaneous development
  • Worked with Lua code to call in custom weather systems & collision per level area + rig destruction dependencies

11/20003- 01/2008...   Naughty Dog/ Sony | Environment Artist

"UNCHARTED: DRAKE'S FORTUNE", 2007, PS3...

  • Worked with designers to layout and construct ground geometry
  • Background object modeling, preliminary UV layout, and placement in levels
  • Assisted in development of asset construction and management tools for environment art
  • Responsible for managing frame rate, memory, playability [and fun] of the level
  • Coordinated with various disciplines to ensure levels were playable [& fun], within frame rate, and memory constraints

"JAK X", 2005, PS2...

  • Modeled background elements within engine LOD constraints
  • Modeled ground mesh, collision, and placed background referenced geometry for all arenas
  • Coordinated with those working on the different elements of the level [fx, enemy, AI, cinematics, and attached streaming levels] to deliver it within frame rate and memory constraints in addition to being beautiful and fun!

"JAK 3", 2004, PS2...

  • Modeled and placed background objects within the constraints of proprietary LODing engine in addition to modeling referenced and custom collision geometry
  • Coordinated with those working on the different elements of the level [fx, enemy, AI, cinematics, and attached streaming levels]

04/2001- 11/2003...   Nerve Software | Artist/ Level/ Game Designer

"Doom 3: Resurrection of Evil", 2005, PC...

  • Experience with Id tech. 4
  • Preliminary modeling and level design
  • Preliminary Concept & game design

"RETURN TO CASTLE WOLFENSTEIN: TIDES OF WAR", 2003, X-Box...

  • Level design [layout, construction, lighting]
  • Misc. entity placement and scripting preparation
  • Level optimization

"RETURN TO CASTLE WOLFENSTEIN" [multi-play mode], 2001, PC...

  • Level design, layout, construction, lighting
  • Misc. entity placement and scripting preparation

08/2000- 03/2001...   Rogue Entertainment | Level Designer/ World Artist

"AMERICAN MCGEE'S ALICE", 2000, PC...

  • Designed, modeled, texture mapped, and lit levels
  • Misc. technical level tasks [i.e. placing path nodes, script object rigging, entity placement, etc...]

11/1997- 08/2000...   Ionstorm | Level Designer, Modeler, Texture Artist, Animator

"ANACHRONOX", 2001, PC...

  • Conceptual design and modeling of low-poly characters
  • Laid out, built, textured, and lit levels in heavily modified id tech. 2 engine
  • Modeled, animated, and textured world objects
  • Various and numerous amounts of asset delivery

06/1995- 10/1997...  7th Level | Senior Artist

"RETURN TO KRONDOR", 1998, PC...

  • Modeled, textured, and lit numerous background
  • Worked with lead game designer and programmers to design & create game interface
  • Modeled, textured, and animated low-poly models
  • Various asset delivery

"DOMINION: STORM OVER GIFT 3", 1998, PC...

  • Worked with motion capture equipment
  • Lead one of the cinematic teams
  • Designed, modeled, and animated high-poly mech.

"G-NOME", 1997, PC...

  • Designed, modeled, textured, and animated low-poly mech

 

EDUCATION...

08/1993- 03/1995...  The Art Institute of Dallas...

  • Associates Degree, Computer Animation and Multimedia

 

REFERENCES AVAILABLE UPON REQUEST