BRIAN PATENAUDE | LEAD WORLD ARTIST | RESUME

OBJECTIVE

To seek out the perfect role and studio to collaborate with in pushing the boundaries of what players experience in games visually, while creating the most fun & original worlds possible! This role will allow me to parlay my extensive experience working in a wide range of roles, disciplines, and genres, along with an unquenchable enthusiasm for the magical world of video game development, to create exceptional games.

WORK HISTORY

06/2013- Present, relentless Studios (Amazon Game Studios) | LEAD WORLD ARTIST

  • Crucible, 2020, PC

    • Cross-discipline collaboration throughout the studio as well as other teams across Amazon Game Studios

    • Lead team of up to 9 artists throughout development, responsible for leading, managing, providing feedback to, and scheduling the team throughout development

    • Collaboration with team on establishing visual style and continued evolution of art pipeline and organizational structure

    • Level and asset build out throughout all levels, including block in, final set polish, vegetation placement, and terrain material painting

  • QUASAR,2015 (CANCELLED), pC

    • World art team lead of ~4 artists 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

  • 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 in addition to cross-discipline collaboration

    • Initial set up of all levels, level design, and technical work, including development of world art pipeline from Unity> World machine> Unity with tech. art tool support

  • Project: ARIES, 2013 (CANCELLED), Kindle

    • Lead Artist, responsible for art direction, style guides, and mood boards for environments, 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- 06/2013, Monolith Productions (WB Games Seattle) | Senior/ LEAD World Artist

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

    • Led team of 6 world artists, responsible for critiques, scheduling, and cross-discipline coordination.

    • Responsible for modeling/ sculpting & texturing assets

    • Primary artist responsible for organization and build out of the designer “whitebox” 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 + cross-discipline collaboration ensuring levels were at or above visual bar, within frame rate and memory constraints"

  • "Lord of the Rings: War in the North", 2011, XBox 360, PS3, PC, MaC

    • Co- lead team of 5 world artists, responsible for critiques, asset lists, scheduling, and coordination with design, art director, FX, etc.

    • Responsible for modeling/ sculpting, texturing/ materials assets [in addition to LODs, collision, tagging, etc.]

01/2008- 01/2010, Loose Canon Studios | Senior Artist/ designer

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

11/2003- 01/2008, Naughty Dog/ Sony | SENIOR Environment Artist

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

  • "JAK X", 2005, PS2

  • "JAK 3", 2004, PS2

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

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

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

  • "RETURN TO CASTLE WOLFENSTEIN" [multi-playER mode], 2001, PC

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

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

11/1997- 08/2000, Ionstorm | LEVEL DESIGNER, ARTIST, LIGHTING, ANIMATOR

  • "ANACHRONOX", 2001, PC

06/1995- 10/1997...  7th Level | SENIOR ARTIST, CONCEPT, ANIMATION

  • "RETURN TO KRONDOR", 1998, PC

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

  • "G-NOME", 1997, PC

SOFTWARE EXPERIENCE...

Maya 2020 | 3DS Max | Photoshop | Quixel Suite | Zbrush | Mudbox | World Machine | Substance (minimal) | Game engines including Unity, LithTech, Id Tech, CryEngine, Lumberyard, Unreal (minimal), + misc. proprietary engines

SKILLS

Environment art | digital sculpting | level design | texture/ material authoring | lighting |  illustration | management | photography | traditional media | art direction | team lead

EDUCATION

  • 08/1993- 03/1995, The Art Institute of Dallas

    • Associates Degree, Computer Animation and Multimedia

 

(REFERENCES & Expanded resume AVAILABLE UPON REQUEST)